#avatar-help
1 messages · Page 102 of 1
Yes.
awww dang dont have blender or know how to use it
alrighty thanks!
thanks for eveyones help!
Still should probably say dont screenshot clearly visible nsfw content as its not that great of an idea
When moving the head you'd have to also move the head bone and eye bones from the FT one into the head bone of cloth one.
hmmmm how do i headswap
lol my bad yall
I just explained it.
Do whatever you want but not a great idea to publicly post it 👍
oh wait i see
you aight i aint trynna get banned
Fair
Also that avatar would already exceed size limit for quest without having to fix in blender anyway.
Thatd be an annoying problem to fix ye
Absolutely.
Its easier to add to the file size than remove from it
Hello, does anyone know how I could configure one material to reflect another? This is a vtuber/vrchat model, so I was trying with MToon and Poiyomi but I couldn't find a solution. I want the skin to reflect the shadow of the hair
So if the hair moves, the shadow too, or I don't know if it's better to just draw the shadow directly on the texture even if it remains static
Recieve casted shadows in poiyomi
im still getting this problem when im trying to make my pc avi into quest
You need to use quest compatible shaders
how do i do that?
Also you need to somehow gut that avatar by another 21.68 mb
Change the shader of the material to a vrchat one
i dont know how
i did all them and i still got that in the end
You didnt do all of them then
it has none surprisingly
well you missed something
Hi, I just started and was wondering if blender is the only way to make an avatar? I was hoping I could create it in the game
I believe questtools can help locating the material? I could be wrong though
in VRChat? no
a different game, sure. VRoid for example
the other materials wont let mr
Then swap it out with one you can
Ok thank you, suppose I'll just have to figure it out lol
you can convert to an fbx in blender later
i already did :-:
its an easy way to start
You sure you did?
went to every folder and made sure
Check every mesh on the avatar
Hey, so I can't upload avatars yet because I'm new, but do I need some hours logged to even be able to test my custom avatars?
I have been trying, but I still don't know how to configure it, I don't know which of each material I have to edit, or if the mesh is edited, or not 
Just do it to all of them
Its not time based and idk if it counts for test uploads but you need to be at least new user on a vrchat account
Yeah, I get the warning even trying "Build and Test" instead of "Build and Publish"
so if it isn't time based, what is it?
yeah, play the game, visit worlds, befriend people
afk time doesn't count
just have fun and you'll hit the rank soon
What does this mean? I can’t put humanoid animator on it
Enforce Tpose
Much appreciated brudda
Make sure the ends of the fingers are selected in the animation rig, otherwise they're not gonna be functional
@untold minnow
Does vrchat suppert .dds texture maps?
It's the matter of unity is able to import it or not. But dds can be imported but without any configuration which could pose problematic.
So yes but it's a pain to get working proporly?
Maybe.
Left and Right hand, don't forget
Anyone have any good vrchat avatar creation videos? i just hit this point and my brain stopped working
Is it possible to make a toggle that turns on a bunch of params to trigger existing toggles?
Yes. Incoporate with parameter driver.
Hello there, need help with Rexouium. How to turn off idle breathing? i can't find anywhere. srceen shot that location where can turn off idle breathing?
What’s a parameter driver. Is that the parameters on an animation?
Thanks
So everytime I try to upload an avatar to VRChat it says this in the console. uploadexception: failed to upload file vrc.sdkbase.editor.api.vrcapi.uploadfile (system.string filename, system.string fileid, system.string friendlyfilename, system.action2[t1,t2] onprogress, system.threading.cancellationtoken cancellationtoken) (at ./packages/com.vrchat.base/editor/vrcsdk/dependencies/vrchat/api/vrcapi.cs:973) vrc.sdkbase.editor.api.vrcapi.createnewavatar (system.string id, vrc.sdkbase.editor.api.vrcavatar data, system.string pathtobundle, system.string pathtoimage, system.action2[t1,t2] onprogress, system.threading.cancellationtoken cancellationtoken) (at ./packages/com.vrchat.base/editor/vrcsdk/dependencies/vrchat/api/vrcapi.cs:664)
Anyone know how to fix it?
Try using different thumbnail for the avatar. Or take image on empty part of the scene.
ok thank you
Anybody who knows more about constraints and rigging who might be able to lend a hand? Doing an avatar for a client and on that avatar is a flamethrower.
The cable connecting the back pack to the handle of the flamethrower is currently a separate mesh with roughly 20 bones starting from its origin point (bottom of back pack) and bends around to roughly the end position (handle).
I've also tried the cable just going straight down but more or less, my main issue is that I need to constrain the end of the cable to the flamethrower handle **without ** the bone with the constraint stretching insane lengths and not dragging the previous bones along with it. Just trying to get semi-realistic cable physics rly. I feel like I'm on the right track but this is new territory for me.
Thx 
Physbone can't be used for linking between 2 points. You could try using ParentConstraint component to constraint each bone between 2 point, vary on the weight between point.
it still isn't working..
Then you would have to get more information by enabling API Loggin in the sdk settings.
Yeah should've mentioned I have a ParentConstraint on the last cable bone, with the source being the target bone. Assumed multiple components would hinder performance rating but I'll play around. Thx.
Physbone work independently from constraint. Physbone just do physics normally from head to tail, and it doesn't care wherever the tail is contrainted to.
So it'll probably have to be a sort of faux-physics solution with no phys bones ig. Imma give it a go 🤙
i enabled it and it says this [API] Request finished - result: StatusCode: 404, ReasonPhrase: 'Not Found', Version: 1.1, Content: System.Net.Http.StreamContent, Headers:
{
Date: Thu, 03 Apr 2025 16:07:45 GMT
Connection: keep-alive
x-powered-by: Code that has passed an extremely laconic review process
x-vrc-api-group: green
x-vrc-api-version: master-build-2025-04-02-felix-i-grimefougasse
x-vrc-api-server: prod-api-green-she-qww
x-vrc-request-id: m91jurkp30sglam6
x-jobs: Like poking around our API? Come apply to work for us instead. https://vrchat.com/careers
Cache-Control: private, no-cache
vary: Authorization, Accept-Encoding
access-control-allow-credentials: true
x-frame-options: deny
CF-Cache-Status: BYPASS
pragma: no-cache
Server: cloudflare
CF-RAY: 92a9d21c9c3743b8-EWR
Content-Type: application/json; charset=utf-8
Content-Length: 58
}
UnityEngine.Debug:Log (object,UnityEngine.Object)
VRC.Core.Logger:Log (string,string,UnityEngine.Object)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__15`2<object, VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:271)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
pro tip: triple back-quotes (```) will put stuff like this into a pre-formatted box:
this is code
anyway, looks like the usual timeouts, unfortunately. I do really like the x-jobs item though
I'm trying to set some customized parameters as the default on my new upload, but the debug screen is doing this. Is there a way to see the full parameter names? Like could I export this somehow?
quick question how do i make a particle with a texture not follow the camera and just keep the side it needs to be
you can change the orientation in the particle render settings, make it something other than "billboard"
Use GestureManager to test and view the parameter values in Unity
why is unity not seeing my fingertip bones and why it it labeling the ball point as my fingertip bone? can anyone help?
Unity doesn't really know about bone lengths, so this is basically correct. You may want a third bone in those
I see, thank you.
And unless you actually use the leaf bones, you can disable those in the export dialog, under Armature
Im making a contact receiver with a slap sound effect
How do I only make it play that sound effect once if you hold ur hand in the receiver? Cuz atm if you place ur hand in the reciever and hold it there it loops the slap sound effect 😭
Loop time on the anims is turned off
show your animation layer - it could be you have looping checked on the clip, or you're using an AnyState transform with "can transition to self" on
Awesome thank you for the info!
theissue is they are in vrchat not unity
how would that be the case?
Hi, I am so sorry to bother you guys. I am relatively new with avatar stuff, and I was honestly just trying to edit up an avatar my friend used for their birthday, and I tried to give their model heterochromia. I changed the UV map on it using blender, and when I export the .fbx file back to unity, the ears and tail end up stretching like crazy? Is there a fix for this? I am somewhat familiar with both blender and unity, but I just feel like I am so lost with this...
Here's a picture that may help explain it better? I don't know, honestly... I hardly even edited the UV map on the file, just messed with the eyes, and all I did was move and shrink the UV map a bit, not change the actual model at all, so idk why its like this. Any help would be greatly appreciated, 'cus I am so lost. 😭
possibly you exported the FBX with different settings than the previous export did
What would be the best way to resolve that?
export with teh correct settings. Possibly it's just setting "Apply Scalings" to FBX All
Ah, okay! thank you! I'll see if that works for me, let me relaunch blender real fast.
Alrighty, it was set originally to local all, so I'll see if FBX all works better. Thank you again!
omg it worked thank you!
oh good 🙂
that saves me so much headache and struggle. youre a saint
Is it possible to set a point for a camera to mount on an avatar/get the avatar to track the head? I'm interested in getting a helmet camera POV
How can i increase the range that my 3d audio plays at, its too small for what i want and i cant seem to get it to go further
You can always put cameras on your avatar, and those can either replace your POV or be rendered to a texture. I'm not 100% sure how to do that because I haven't personally ever used it before but I know it's possible
This is also PC only
Intending to work with PC yeah, but what do you mean rendered to a texture? I remember hearing something about overlay shaders
does anyone know how to make a model go invisible after it plays an emote toggle? I did make a invisible toggle that work by itself.
But I made an animation where the avatar digs down and he was supposed to go invisible after the animation ends, but nothing happens.
How do I find this pose and edit its animation or whatever its called? I want to turn some stuff off.
This is called a preview animation, and you should be able to find the animation in the Base Layer of your avatar
base layer?
In your playable layers
I found it but... there's blendshapes missing from the animation.
Do you have VRCFury installed? If so, you can add a Full Controller and create a new base layer with it
In other words, you can add another property that allows you to essentially have two base layers
found it, dont know what its linked to
i hate fury.
its required for the model
i dont know how to use it
I removed a material. deleted two of them.
how do i get rid of this purple section
One message removed from a suspended account.
One message removed from a suspended account.
replacing the face texture on my avi and when i go into play mode and check gesture manager the face texture goes back to the old one
you can also simply remove the vertex in question from the weight group
your model was using the materials you deleted
oh well i give up then
I mean like if you want to have the camera view show up on a screen
How do I setup a playable sound effect from the radial menu?
I know there's the "animator play audio' compnent but I don't see any way to connect it to a parameter
When I modify my avatar in unity, I can't find the VRChat SDK and I'm having trouble. What should I do?
Sorry for my poor English.
show me folders under Packages(it's in the left in Project tab)
Would there be a way to create a toggle that turns on another toggle both being vrcfury? I have a dual sword i made and i have open hand gesture set to trigger a spin animation. Would there be a way to make the that toggleable so it doesn't do it every time i open my hand?
hmm, i guess you created that project from UnityHub.
you should use VCC or ALCOM(unofficial) to create unity project for VRChat.
Thank you, I'll try it
Hey I’ve ran into an issue with an avatar I’ve uploaded where when I toggle a piece of clothing only I can see it remove off the avatar can anyone tell me the fix?
Make sure you have the box for "Synced" checked
How come when Im joinging stuff to the armature, it loos like this in the Hyarchy? Like, it shows 2 diffrent things, one being under the armature, and the other ting being outside of it?
It is
just move the one out under the armature
idk why that happens, sometimes happens to me too, I just drag it over where it should be
cause it's basically like the same thing, idk how to explain it
.... This litterally turned into one of those situations where things start working after you ask for help. I swear I treid that befoer. But ya, it works now, thanks
can anyone help me figure out how to change the name/bio of already uploaded avatars
im relitively new to avatar stuff
just go to the sdk and change it and a button should appear that says "save" or something like that
where do i find the sdk? i downloaded the avatar sdk from the website but im not sure if thats it
should I wait for these plugins to update before I update the SDK or should I be fine to go ahead and update the SDK?
I dont understand what the problem is, I enforce the t-pose but it wont stay?
So i was trying to upload a quest version of an avatar, and it gave me the error that i am trying to access vrcparentconstraint but it does not exist
Did you click apply, also the enforce t-pose dose not actually show on the avatar
I did apply it but when I exit configuring and save it reverts back to A pose
Weird
very
if you made the project with VCC (creator companion) it will automatically be added
big button labled "download the creator companion"
https://vcc.docs.vrchat.com/ - creator companion docs
I tried the method you taught me.
But it didn't work and the result didn't change.
I am predicting that perhaps there is something wrong with the transition from vcc to unity.
What do you think about this?
If you find out anything, I would be very happy to hear from you.
Sorry for the long post.
what are you doing now?
if you make a project in vcc and click "open" it should automatically open in unity
Have you tried recreating the project(i) or just adding old project into VCC(ii)?
if (i), it should work...
but if (ii), it shouldn't work with VCC as far as I know. you need to recreating project from vcc, or use alcom and add VRChat SDK - Avatars
Despite the fact that they were opened in this order
I have not been able to proceed with anything.
What are some ways to deal with this? preferably a method that doesn't consume too much time
Tried using vrc constrains, they didnt work too well as it probably needs amateur tweaking which would be too time consuming. I also tried parenting the bones but it just breaks the mesh. Haven't tried weight painting yet as I don't have too much experience with it so no idea where to begin with that
Any ideas?
The project was carried out in (i).
[Japanese]
VCCのOpen Projectから開いたほうが混乱が少なくて良いですね(何も変化がないのはおそらく開いているプロジェクトがおそらく間違っているためです)
基本的にUnity Hubは触らなくて良いですよ〜
(それと、PC名やプロジェクトパスに半角英数字以外が含まれているとアップロードできないことがあるので、今のうちに直しておくことをおすすめします)
Thank you for taking the trouble to answer in Japanese!
hello! i’m looking for assistance on a private project for vrchat, i’m making a pair of models but im quite lost on the process behinds bones/how to parent them properly, ive never made a model before and all i have to do is rig the hair for these edited models ❤️ if anyone has any suggestions or advice thank you very much!
I add physbones to my model's hair, it shows up, but in playmode they go away and the hair doesnt move, but other physbones do. Any idea whats up>
its seemingly only doing it with the root bone, though
It's just a weight painting issue. I'm not sure what you're referring to about parenting bones here, you should setup the armature fully before you weight paint anyway.
My apologies, I realized that I worded that horribly
The amateur is already setup, the skirt has its own bones and it’s already weight painted
What I wanted to ask is if there is easy way to make it so the skirt bones move along with the legs
I parented the skirt bones to the right and left leg, unfortunate it made the stomach area fold inwards when the leg was extended forward, so that didn’t work, I also tried using VRC Constrains but they acted weirdly with this model
yeah I've mostly done this with constraints and physbones... skirts are hard.
that one doesnt seem like it needs much in the way of physbones, so I'd just weight it to the legs
Yeah, I thought this type of skirt would be much easier but it seems like I was wrong lmao
none of them are easy 🙂
Gotchu, I’m not really skilled at weight painting though , do you have any resources you would recommend ?
practice
I mean, there's lots of videos? But really just moving bones around and painting, you'll start to get it
I definitely recommend using a pen tablet if you can.
Time to get the dust off mine
Thanks for the help
haha yeah I literally dusted off mine when I started weight painting 🙂
Been trying to get around this for a while. I reduced the size to 10mb, now this is what I'm facing
Hi, does anyone have the name of the site or tool that allows you to put any png (tatto) correctly and quickly on a base, thank you
you can do that with any shader that supports decals
Yes, I know that, I just heard that a tool or site existed to put them in the right place by yourself.
To avoid spending 20 minutes on getting a tattoo placed correctly
hmm not sure how it would put something in "the right place" when you'd have to tell it where that is anyway
Does anyone know why the precentage doesn't change at all? its only like this for a couple of the emotes and the rest are fine. Also three of the emotes don't stop after I turn them on
you'd need to go see what this variable is doing in the animator. It could be two layers are trying to set the value at the same time
This is precisely the purpose of this tool, to put a png in the right place to indicate the body (the png, not the avatar itself). I only heard it, I don't know more, but thank you
Sorry if I speak badly, I'm not good at English.
How do I check that
explore the animator, I have no idea what to tell you as I've never seen your specific one
that's fascinating, I can't imagine how that actually works 🙂
I don't know what this means and I am kinda stuck lol
does anyone know how to fix this error
is there a way to adjust the floor collider depending on the height of the shoes?
i have no idea
Anyone ???
I've messed with stuff and still have nothing
Does anybody know how to get lines like this in-between items in the Unity heirarchy?
why is it doing this, i somehow fixed it before but i made a new project and dont remember what i did
Whered you get the avatar
nvm I figured it out it was a shader bug messing everything up
Hello
I am losing my mind
I commissioned an avatar and keep trying to upload it
but it isnt working
keeps failing in build
Gonna show the errors?
yes, sorry
Ive been at this four four hours so im frazzled
I dont know what im doing wrong
Show the entire console
hey guys! if anyones free atm. i uploaded an avatar for pc and quest and used vrcfury for some toggles and dont think they synced up, so when i toggle something on the pc version doesnt show on quest, and vise versa. if someone is free atm please dm me so i can maybe screen share and just show. cause i learn better when shown and guided rather than told. which is why im here. youtube was no help.
click the white ! box in the top right of the console, it will hide those ones im pretty sure, they arent very important usually, look for the yellow and red ones
You have 176 errors
I have never done this before
I am trying
I keep following tutorials I dont understand, so I started over
anyone??
You have missing scripts whered you get the avatar
It was a comission
looks like theres assets the person you comissioned didnt give you thats why its breaking
they might not be able to give you said assets depending on the actual terms of those assets i think? not sure
they actually gave me all of these
The tutorials only showed dragging this thing though
unzip and add all the assets they shared, they should be unitypackages as well
im unfortunately not available to voice otherwise id try even if i might not be able to actually help, sorry
that's fine.
do you know how to sync up/make parameters. cause i really want this to work on both sides
the cheek floof works on pc but not on quest when toggled on pc. but when its toggled on quest, its not toggled on pc.
Use the same parameter list on both platforms
yea heres the thing. there arent any params for those
It needs to be the exact same parameter list
How are you toggling them without parameters
Your first mistake is using fury without knowing how to actually make them to begin with
if you're new to avatars, honestly what id suggest is finding a free avatar and looking at how things work, delete things and see how it breaks, mess with values, click boxes, just mess with it and see what you can glean from that, you probably already have it but just incase not, use gesture manager, that allows you to test gestures in unity and forces the avatar to mostly work the way it will once you upload it (make sure you only have 1 avatar active when you use it or it might select the wrong avatar or get confused)
always keep fresh zip files of project files so if you need to you can nuke things completely and start fresh
i do use gesture manager. been using it since i started (nearly 7 months now)
im just trying to figure out how to sync up paramters that dont exist so my toggles work both ways. thats all
dont worry about it at all
ill be honest and think its a bit out of my wheel house as well unfortunately, wish i could help :/
havent really messed with them all that much
awhh alrighty
this may help?
theres a few other things about parameters on there so look around on that site
i think i had a brain fart moment and figured out something that i should've seen... now i feel dumb lol
there legit a while param list called "vrcfury params"
gesture manager? i ignore those, they should fix if/when you upload i think
grr.. default emotes only.....
Packages\vrchat.blackstartx.gesture-manager\Scripts\Editor\Modules\Vrc3\Tools\AvatarTools.cs(254,67): error CS0012: The type 'float3' is defined in an assembly that is not referenced. You must add a reference to assembly 'Unity.Mathematics, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
heeelp
i keep getting this error even if i do my prefabs on vcfurry
how do i connect these two parts so the leg doesnt separate when its up?
Either make sure the edges have the exact same weight and keep the gap or stitch the mesh and smooth the weights there a bit.
Go to edit mode in blender and click on the bone image
Then parent it to the bone
Or check weight paint
The easiest way is to select armature and parent it with premade weight paints
gotta make you model size smaller so like remove some stuff from the model, lower texture size, remove unused blendshapes etc
you can use thry's avatar performance tools to find out what part of the model is taking up the most space for a better idea at what needs to be fixed to lower your models size
I mean, I did all that but it's still stuck with that. I even went ahead deleting some assets
Kk
henlow ! i have an issue that idk how to fix, does anyone knows where this issue might come from ?
that's the quest version btw
i'd assume something with the weight painting is wrong
that's what i was thinking, thank you for the second opinion!
any idea on how id make a phone prefab for an avatar that would have a youtube option so i can watch videos on it? vrcfury and osc maybe?
not possible
videoplayers are world only
please if u dont know just dont respond. thank you. i know its possible.
its not
no its not?
you can fake stuff with spritesheet & certain shaders + audio , but its not a url to a video
the closest you get to watching youtube is putting a video you converted to a sprite sheet in poiyomi and then had an audio component at the same time
there is no possible way to just load up a video onto the avatar
you can actually put the display of a world video player onto an avatar material though, but that requires both setup properly ahead of time.
Which is not what the person is wanting
Please if you dont know how avatars work dont be outright dismissive if someone says its not possible
I am trying to make a toggle for ear and tail animations, but no matter what I do I'm not able to get them to toggle off. I want to spawn with the animations enabled and be able to toggle them off. Why is this not working?
Same thing is happening with the ear animation, but for the video I'm just showing the tail.
nope, it's not, but it and what you suggested are the closest you can get

Is the animation also in the base layer since thats where they are stored when you create them
Watch the animator rather than the model when you're testing with GestureManager - you want to see what's happening there.
Yes
I think?
What exactly am I supposed to be seeing there?
watch to see if the state transitions work as you expect, make sure the correct state is active when you think it should be.
I wasn't suggesting anything different just that you should verify things work how you expect there, to eliminate logic issues as the cause.
If it is and is currenrly the default state in it then itll not toggle when you switch away from it in another layer
I am so confused
I don't know what I'm suppost to be expecting, though. Is there something visual that is supposed to be happening in the animator?
You should see the transitions changing
that.
i cant find a tutorial on how to change default spawn and afk animations, please help
I don't see anything happening
https://creators.vrchat.com/avatars/playable-layers/
Some detail here. The SDK includes sample animators for these layers too.
anything more digestable?
So it isnt transitioning?
sorry, this works for me, I don't know what would for you and have no other references available.
No, if there's supposed to be something visual, it's all static
Does the layer have a weight of 1
Is the parameter named exactly the same
Are you meeting the conditions to transition
Yes, yes, and ..yess? It's just a toggle condition, so I don't see why it wouldn't work
I don't use GM - do you have to make sure it's debugging the FX animator before this works? You do with AV3 Emulator
Weight, params, and conditions
so.... the physbones on my avatar have ceased functioning out of nowhere
pc or quest?
if quest and you have more than 8 components that's normal
cause if you have more than 8 all of them will get deleted
PC
the weird thing is that it works in unity, but not vrchat, and it was LITERALLY working this morning
Quick question, do we need the Avatar 3.0 Manager? Because the VRC SDK Avatars and VRC SDK Base both updated, and adding the Avatar 3.0 Manager would force them to DOWNGRADE. Does that mean that the 3.0 Manager is defunct now...?
it may just mean that it's not quite as up to date as the brand new SDK release is.
you don't need it unless you actually use it
hmm I seem to have SDK 3.8 and AV3Manager 2.0.34, literally just installed both in the past 10 minutes
still trying to find the cause of why all of my physbones act like they're disabled when they're not
ok FINALLY got them working again. had to go back to 3.7.4 for some reason. going back one version to 3.7.6 didn't fix it
ive seen some avatars have a low fps toggle where you can customize how choppy your movement is how do people do that??
constraints
How do people trigger sounds / animations when they disconnect from the instance?
ideally don't 🙂
but also there's no event you get into an avatar for "leaving", so you'd have to trigger it manually
You can use VRCOSC and listen for when these parameters become true in the ClientInfo module
does that happen before you leave though?
Yup
huh neat
It uses the log event that happens right when you click the join instance button, and then there's a few seconds while you fade out that you can still play animations
ahhh
just wondering but how do i add like trails to my props
example if i have a sword and i wanna add like a cool ass trail on it, what do i do?
trail renderer, or perhaps a particle system with trails
Hello.
I recently installed an avatar liedown/sleep pose system known as RBS SuiminSystem 2.
It doesn't seem to work at all with GoGoLoco being in my avatar.
Is there a possible workaround or a way to prevent both from conflicting? They both do change poses on the avatar..
can anyone tell me what is wrong with my springtrap
my friend added the shoulders because the avi did not have them. i cant' use blender
you seem to have right arm bones in the left arm bones slots
or maybe not - I can't read the full names of those, but it has a _r on it
either way can't really tell enough from that image
I'm thinking that the GoGo's base animator that merges with the avatar will conflict with the Suimin one
yeah most likely
i am changing it
i can't.. change the name in unity???
i tried in this mode and the scene
update
fixed the hands somehow but now..
why
you need to have a chest bone and have it mapped, you don't currently
you only have hips and spine
you need chest
he has it
i was just messing diffferent combos
i am trying to change the L AND R name because they are reversed in the bones
okay, I just pointed out a mistake I saw on the most recent screenshot
and they keep going back to their original names
i don't know why
in rig configure mode
you don't really rename bones in unity, I don't think so
and idk why you'd need to
somoene told me it's messed up because of that
the right is in the left named and reverse
naming doesn't matter, the order does and the mapping in the rig config
well the thing is , he has all his bones
it's more confusing
but that wouldn't break it
you can't rename bones inside of unity (also hi luci!)
oH ***** .....
WELL... since naming does not matter
then what do i do?
he seems to be well mapped
honestly I can just show you a screenshot of a correct bone set up, cause you have a lot of bones and I'm not sure what most of them is for
there's one pinned in #avatar-rigging
or that
can i dm the unity project to anyone?
please. i am not asking for a re rig or something
and don't offer DMs here cause you'll get a ton of scammers
well i have no money just asking for sending the unity project
all they get is a unity project
Is it okay that these red spheres are this far away from the avi? Also the blue sphere doesn't move when I drag the avatar around
so they can tell me what is wrong and if it's not so much, fix it
The red ones are IK targets, you can ignore them. And yes, they should be right there.
gotcha. Is the blue sphere supposed to move with the avi? from my understanding it's the center of mass
er, mass center
How do you setup an avatar prop that has a secondary hold point to aim it around?
Like so
I love the cave drawing style there
wouldn't it just be two different props?
The idea is it'd have a second grab point higher up yo ucan hold onto with the other hand
I know I've seen some stuff around that has it
I just don't know what kind of keywords to search for to find out how to do it
iirc two contact receivers, each that triggers a specific parent constraint
i found a video on that a bit back if i can find it
Ah, and how convenient they added a built in constraint that quest can use now too
indeed!
I have a free avatar that has such a thing, I used it as a reference, I can try to find that though
ah, found it - mind a DM?
yoo can i get some help with an avatar?
just ask your questions
i need help uploading an avatar but its old apparently idk what im doing with this particular avi
idk how to explain it tbh i would rather show it to whom ever is willing to help me
Sorry bout the delayed response, reallife adruptly butted in. And ye that'd be fine!
so inconvenient!
I'm going to ask an incredibly stupid question, sorry. I'm learning unity specifically to add a gun (the model has multiple parts) which is interactable (rack the slide, etc) and none of the videos I've found seem to quite explain how to make those parts grabbable. Or rather they do, but that doesn't work, so I must be doing something wrong.
So for example I attached it to the hand and added a VRCFury toggle to the entire gun (this part works great) and a VRC Phys Bone (Script) based on the only gun animation video I've been able to find. Would post a screenshot but I guess that's blocked here, but essentially the slide isn't grabbable.
I suspect I've gone completely down the wrong path and hoping someone can just point me in the right direction of what to actually start with for an interactable object.
hey, my friend was trying to unlock a shader then their unity crash and now trying to open the project gives these errors, any ideas on how to fix?
how do i fix this? this is just with a booth model i bought. i somehow fixed this before but its doing it again on a new project.
i fixed this before by hitting the run migration button with liltoon but its doing nothing this time
you don't actually need to
but you can check "legacy blendshape normals" in the inspector for the model file, or pick the appropriate option for importing your normal blendshapes
I... I don't understand whats going on here. I got the new sdk update, and I can no longer upload to quest as according to the unity editor, I don't have the module installed. but I.. do have it installed according to the unity hub..? what am I supposed to do?
I need to upload avatars to quest. but I cannot do that if this issue persists!
Legacy blend Shapes Normals is already checked and im not even sure what the appropiate option for importing would be
it doesn't matter if you have that box checked
sorry i dont understand then
it shows up messed up like this when uploaded too so its not really just fixing itself magically
oh? what's actually messed up?
her skin is stretching like this
that's a bone issue
that looks like weight painting errors
if you delete a bone you get issues like that
this is imported as is from booth and i know its worked before so im not sure whats causing it
is there any way to fix it in unity?
no
well probably not - it's not clear what the actual problem is.
no this is a fresh project and after moving the prefab into the hierachy is just Looks like this
drop the fbx into the hierarchy and see if it also looks like that
If it does then it's a blender issue. If not then the avi creator messed up when making the prefab
oh is the model inside a prefab?
yeah its the same
i know this worked in the older versions of unity but im just trying to fix this in 2022 because i got it fixed once and now im just confused
I'm not sure why unity version matters here
db vs pb
could be a conversion error
if it's deleting an entire bone isntead of just the component
something like that idk
the version i have is from 2023/3/31
and its also the most recent version
Does the booth download page have multiple versions of the avi?
did vrc use 2022 in 2023? i know its been on 2019 for awhile
yeah thats the version im using
still, 2019 to 2022 wouldn't be an issue
would only be like way older. I import avis from 21/22 quite a lot
a 2023 should be fine
its only got the most recent version avaliable
hmm... yeah I dunno. that seems like quite the oversight by the creator
and it's obvious when looking at the model
idk maybe my download got fucked up? i'll try redownloading it and see if it magically fixes
redownload, new project, only import the sdk
2023/3/31
Fixed bug that breaks body_2 mesh in Unity2021
is on the patch notes so uhhh
sounds maybe like my problem
good news im not that crazy i did already have the most recent version
were you not using that version just now?
ah I see what you mean
ooh a patch note, very nice
????????????????????????????????????
okay i think i might understand what happened
i put the updated files in my old file
and it got fucked somewhere idk thats the only thing i can think of cuz im positive i did download anduse the recent version i apologize 😭
oh yeah, sometimes importing an fbx over an old one can cause issues. Especially if there's an armature change
thank you regardless talking through the issue got us there 💖 appreciate it
mhm
so, question. I have an animator that adjusts the body position and floor collider on switching to/from high heels. It works in the editor animator and in play mode using gesture manager. But not ingame. Is there no way to adjust the ground offset in vrc?
does anyone know why my validations keep disapearing?
does anyone know how to fix this i wanted to put the picture in osc but it wouldnt let me as i believed it would be better to show than describe it as im trying to use the osc leash system but because of this the tail wont work even using my friends config and same settings for both unity and application
heyy im having some issues with the 23mink's male head i cant find discussed anywhere
ive attached the head to a body, but when any animation plays on the model in unity (including the "bike pose") the head mesh will rotate backwards and be looking straight up.
the head bone is unaffected, it's literally just the mesh
all transforms are applied, everything named properly (nothing named 'head'), it's properly weight painted and it moves properly in blender and outside of play mode in unity
i haven't had this issue with any other model and it's infuriating 😭
does anyone know what to do here? my validations are gone completly, i dont understand my consol errors, ive reloded my sdk and restarted unity im beying lost
object referencing another object that doesn't exist? never seen that one before
Why does my unity break every time I restart it, nothing will rotate or nothing, just completely breaks?
So I'm struggling to find the said Shader in my unity project,
I've went through every asset and changed it into a supported shader just trying to get rid of the message however it's still appearing.
Is there a way to check hidden materials on an avatar? When I press "Select" it just selects the whole avatar and not any asset.
check particle systems, check materials swapped in via animation
Thank you so much! I found it!
after using certain tools my avatar's arms are a bit jittery. i removed the tool and its effects but the effect is still there. its definitely something about the descriptor so maybe parameters? how would i fix this?
Yo, so I'm uploading a bunch of avatars at once cause i usually put off uploading even after I've bought them, but my email is only sending the same code over and over that wont work.
it's time based, they usually rotate in a minute
how is this possible? wouldnt uncompressed be larger than texture memory?
im trying to upload an avi but i know next to nothing about Unity and im getting this error. can anyone help me please?
texture memory is not relevant to download size
just how gpu's read the format
does that mean uncompressed size is different for different people?
so what constraints would i use to make this tube move with the arm
as one end is parented with the spine and i cant parent the other end
and im hoping the constraints would also be quest compatible
Constraint component can be constrainted to one and more point. So put source for hand and spine.
how do i change what my avatars hidden state looks like? (The state that shows when calibrating in fullbody, or when someone has your avatar hidden either manually or through safty settings (shield) )
It's the default state as you set in unity.
I was trying to keyframe the emission of a material to change with a float value but it won't let me, I've done it before but for some reason its not letting me now
It seems to be because it wasnt set to realtime
The Info means some properties are being controlled by animation. You should screenshot entire unity window to provide more clue.
I figured it out, it was just because the global illumination wasn't set to realtime, cause I extracted the materials
What is my avatars problem, it says it’s not in tpose but when I apply and close it is a shitty apparently
idk which ones though as idk what each one does
It works as there name suggested. You could also do experiment on them to learn their functions.
Hi. I just got a bunch of new textures for my avatar, but I have no idea how to apply them 😅 There is no manual in the readme file>
They looks like this. Any idea?
You just need to replace texture in the material asset. You could access by selecting material asset file, or select your model in the scene.
Any way for me to fix this? 🤔
(Model is Moe by kyubihome)
It's a thing in the chest area as well, me and a friend of mine just don't know how to fix it. We're using Unity 2022.
looks like a blendshape, the mesh shrinks vertices to avoid clipping (quest thing) have to check them if they are set to 100 on the mesh
so im trying to upload an avi and whenever i hit upload and build. the bar is stuck at zero and nothing happens. this is my guess at why it wont work. however i have no idea how to fix this as i know next to nothing about unity
How do I do that? 🤔
click the mesh, in the inspector locate blendshapes, and look there
That isn't the reason.
then i have no cue
clue
because i just uploaded a different avi and it uploaded fine once i fixed all the issues unity had lol
but this one just wont upload
Might have to look in unirt console for error
Can someone help me? I'm trying to learn how to anchor accessories
I got the tails to work but now they don't flow
What actually work to what extent?
It works unless if i use gogoloco
Working means as in having physic?
Yeah. Flowing. And following me when I sit down. The tail follows. But it doesn't move anymore. And the hands just stay in the air when I use gogoloco
& @balmy barn
Thank yooou! ❤️
Does the DEVIL's GAZE object always have red text?
No
Is it red now?
Nope
Ok. . So. Before I end up making a whole anime fighting scene with unity. PLEASE. Tell me why this isn't parenting to what I want it to parent to?
Bc every time I do parent it to what it wants me to it goes back to how it was. So I'm just lost. .
Does the Gogoloco require you to add Proxy Controller?
I don't think so
the eyes should be parented to the head bone, currently it's the neck bone. You need to fix that in blender, not unity
I'd suggest going back to blender and reparenting it properly, and disable leaf bones in export settings
Look into folder that contains gogologo vrcfury prefab file and screenshot.
Is that in blender or unity? (The leaf bone thing)
blender
when you click export fbx
under armature on the left
untick leaf bones
cause you don't really need them
the 3rd one here
Alr!
My body texture saves but my face texture doesn’t please help 🥲
Provide screenshot of what you're talking about.
any idea how can i fix this error please?
thanks !
How can I fix this issue? When I try to enforce Tpose it doesn’t stay when I click apply and just reverts back to A pose?
oh good lord this is so bad how do you people design things??? (reference img second pic)
Hit Done to return back and see if there is error on Rig selection menu.
yellów
this?
There's the reason.
I dont understand it
can you perhaps simplify it?
You had a mesh named Neck, you also had a bone named Neck. You can't have object with the same name within a fbx file.
trying to export file to unity package but it doesn't want to work, do i do it in a special program or in unity itself?
looked pretty much everywhere online and i see no hint
what does "doesn't work" mean?
can't find a way to
Your description is too broad for anyone to understand. Try eraborate more thoroughly.
Also provide screenshot.
hmmm, okay
bought a skin on booth, downloaded it as a zip file, now i need to find a way to make it into a unity package so i can put it into unity
Do you see content of zip file?
you mean that i can go into the file and browse the content in it?
Of course that's the standard procedure for any zip file.
ok, yes i can
What does it contain? Also screenshot.
it contains all the parts of the avatar
That's a really old avatar.
ahh ****, is that it?
See the year. 2020 isn't it?
This doesn't look like a preconfigure avatar so you will have to setup all the part yourself.
Those file you have to just import into your unity project.
Do you know multi selection?
Just anywhere.
Multi selection is almost universal for every app.
You know the modifier key? Hold Ctrl or Shift and click select.
ooooooo
That's also universal.
Yes.
is it this one https://booth.pm/ja/items/954376 , seen a few variants of it
it has a scene 
where do i drag it? cus when i drag it into assets it just shows a stop symbol
If it's still contains in zip file then you have to extract to somewhere else first. Or just extract directly to your project folder in file explorer.
extracted the zip file and just took me to the file folder
Just drag that into unity asset.
Why export?
to a unity package so i can put it in the avatar list
sorry, bit unspesific
now ive only got it in unity assets
gotta get it to the avatar file
You must be misunderstanding. Avatar is built and uploaded within unity. Unitypackage is just a package for transfering file between unity project.
how do i get it into avatar files?
There is no "files". The sdk buid and upload the avatar for you. Watch https://www.youtube.com/watch?v=rRAnDMUbWt8
starting to understand, going through it now
Does someone know what the issue might be here? im at a roadblock
thank you so much for your help, i nearly burned myself out with this, you really did save me like 3 hours
I just uploaded my avatar into the game and it looks like this ingame
What on earth is happening o.O
What even is wrong with it? The light?
You had camera object and light included in your avatar.
You did.
Ahhh I just saw it in my hierarchy now, thank you
no one running into this with gesture manager?
unclearable error. i mean just for play mode i don't mind play mode-ing with old SDK..
couldn't get it working since 3.7.7 beta, 3.8 same issue
Yeah GM has a patch on the github that works with this change, or you can downgrade the SDK to pre-3.7.7 beta
oh they released an update, nice
btw can u use ur skins on meta pc or does it have to be steam?
GestureManager 3.9.4
what do you mean by "skin" here exactly?
my own made avatar
actually also - what is "meta pc"?
yeah you can make your own avatar for all versions of VRChat
meta app on pc
no matter how you run it. Though for the mobile versions (including Quest headsets native) there are differences.
ok nice
how you run PCVR with a Meta headset is not relevant.
(pro tip: the Meta software sucks, use SteamLink or VirtualDesktop)
no i use the meta app on virtual desktop
but it's cus the sdk dun wanna take my meta account login
hi i have a gigantic issue with my 3d model, after uploading it its invisble in game and it has 0 traingles somehow.
I tried everything and nothing works
... I'm not sure why you'd use anything meta on your PC if you're running virtual desktop
you put the avatar descriptor in the wrong place
most likely
it needs to be on the avatar root
aka the highest object in the hierarchy
you need to make a vrchat account to upload anything to begin with
ahhhhhh that's why, yeah
Any ideas? Pretty much just looking to get set on the right path and hopefully pointed to the right kind of guide.
physbones
Thank you.
thanks that fixed it
but now this thing is happening
its just ragdolling around
install the gogo loco package?
i did
i inported it and it does this. i even opened a new one and its still giving me this error. is there a new one of gogo?
So I'm currently annoyed at something, whenever I wear a specific avatar, it's feet doesn't touch the floor, I've tried to fix it on meta quest 3, changing arm and height ratio, the height adjustment settings in meta quest settings nothings working, does anyone have any idea what's causing it??

it could be just the avatar being positioned wrong in unity/blender
I currently cannot screen shot not home but when for example my booth model has a face texture on it and I dragged a new texture on it’s face and when I go into play mode with gesture manager to check my toggles the face reverts to its original texture
The material probably got changed by some animation.
Animation commonly is used for changing skin tone and such.
Hello trying to learn how to use substance painter
Anyone open to sit with me either in dms or call to walk me through while I try and retexture a base I bought?
how do i fix this 😭
explain what "this" is
I think it’s the eyes
I'm not going to assume
@heavy cipher
the eyes, theres supposed to be like a lens
are you using quest-compatible shaders?
no im using poi
that "lens mat" should probably not be using opaque rendering then
what should it be on
change that, probably to transparent.
Omg
Guessing based on the alpha I can see there being very low
it was that easy 😭
yep, opaque mode is literally opaque 🙂
Could someone help me with a toggle problem? The clothing keeps reseting every world change and avatar change. Its not the parameters. I have them set to save. What else could be causing this?
unless you have some sort of animation screwing with that, that's the only thing I'd consider checking
hi again
i keep having this error
Can't generate normals for blendshape 'Blink.L' on mesh 'Hair.001', mesh has no smoothing groups.
does anyone know how can i add smoothing groups?
How would I tell? I did not make this toggle and the creator is being a jerk saying they won't help with "edits".
Explore your animators I guess, I've no idea, just guessing. 99% of the time this is due to not checking the save checkbox
that's a warning, it's not blocking anything. Do you find that something doesn't look right?
everything seems fine other than one texture being blurry
yeah the smoothing group thing wouldn't likely be the cause of that
A hair mesh doesn’t need a blinking animation, that can just be ignored
i said i checked that...
no I know, that's why I was suggesting other things
i have everything imported so im not sure why its doing this
got vrcfury and gogo loco up to date?
yeah just installed them from the websites
This could be the avatar including gogoloco in some other folders which they shouldn't move
Search "GoLocoBaseWD" in your project search and see if it's not in the same path listed in the error
its in my assets i can see it
and the error says its in the assets but if i go to the folder the file is there
and there's only one, right?
the only gogoloco is in this asset folder
screenshot the path that it's in
Is GoLocoBaseWD inside of the ControllersWD folder
yeah
That has spaces. I'd delete the VRCFury prefab from your assets that the avatar uses and the GoGo folder, and import it again. either the VRCFury prefab or GoGo assets aren't up to date
huh I thought it showed spaces in the inspector like that
Is this prefab from the contents of the GoGo folder or somewhere else
make sure VRCFury is up to date as well
Hiya! I just wanna do a simple animation where my whole avatar moves for something, but I can't move any of the armature considered human in the animation
i installed VRCFury right from the websote so it has to be up to date
GoGo
I just need my armature/Hips to move straight up, which should bring my avatar and everything attached to it upwards
Wait why is VRCFury in the assets folder
didn't install via vpm
you have to do this in base or action layers, and it can be complicated. Are you trying to do high heels?
The VRCFury installer isn't really supported anymore, using the VCC installation is the only recommended means
No, I'm kinda inspired by resonite's "Exit Strategies"
I just need to move my avatar straight up lol
ahh. it's probably a full-body emote type of action in the action layer then
Sooo im trying to get lipsync to work with visemes on this avatar for a friend, They work fine in unity, even in gesture manager testing but they don't work at all when its uploaded to vrc
I suppose for now I'll just turn off my mesh
It has only AEIOU, works fine in unity but vrc doesn't seem to detect anything
can you show the viseme slots in the avatar descriptor?
Also you must have something in sil
hmm why are some of those none and some blank?
hmm, I don't see any docs about which of these are required, that seems an oversight.
still it should just work with basic vowels
can't say I've tried.
it works fine when I test visemes in gesture manager
yeah but that's just tweaking the blendshapes
why not generate the rest in blender? with cats
huh....okay thats werid....accoring to the debug in VRC Viseme parameter aint changing its value its just staying at 0
no thanks
as that would mess up the model in unity's scene view
oh, that depends on your export settings
you probably exported it with different settings then originally
but anyways
that was the only thing I can suggest
yeah it wouldn't mess up anything there.
regardless vrc aint changing the visemes on the avatar
like the actual parameter
its just staying at 0
do you mean when looking at the in-game debug display?
yeah
your mic isn't muted, is it?
no
its detecting voice level
works fine on my own avatars
which is really weird
It can't be anything preventing it from changing in the animator cause its not even defined In the animator....I tried adding it to check and no difference
if you dont fill in all visemes its not going to do anything
does anyone know how to remove own unity made avatars?
from avatar catalog ingame or files
oh you can remove on sdk itself?
or vrc website home
yeah, sdk or that
ahh cool, thanks for helpin me out
ok that's what I thought, but couldn't find confirmation of that in the docs
Using Poiomi, for some reason the emissions texture are bleeding over the body texture even though they're pixel perfect with each other....
giving it a white outline for some reason
ok nvm i got it fixed
Is there anything I can do to make the feet stick back to the ground?
not if you don't have the files for the avatar
if it's an avatar you uploaded and have the files for, yeah
Heya! Anyone willing to help me upload my avatar? I bought it on jinxxy and wanna upload it myself so I know how to do it in the future. But im super lost and videos dont really help. I would appriciate so guidence 😄
Feel free to ask specific questions
Pretty much I bought it from jinxxy. But what do i do with it now? Do i need to install something else? Or can i upload it to the vrchat site? Every videcreator does it different and im looking for the easiest way
I usually tell people to start here: https://www.youtube.com/watch?v=bSwMz4WcajQ&list=PLt8qiEFqNHFkPqpKLnVRx-G78mGvjPbFt
I will look at it. Thank you!! I appriciate it
I didnt see in the video which one they installed / they logged in and it was already installed , what do i pick?
Pretty much shows me errors the whole time o.o
https://unity.com/releases/editor/whats-new/2022.3.22 either use vcc , unity hub or manual
you may wish to start here actually: https://vcc.docs.vrchat.com/guides/getting-started
Anyone willing to help with an avatar problem?
just describe your problem
Kinda the issue. I fix one and another pops up. I'll try to describe it give me a sec.
sorry to intrude the conversation here but i need a little bit of help of trying to figure out why my sdk takes a backseat and does nothing when i click "build and publish" i just see this bar and nothing happens, no movement, no window telling me the percentage, i have done all the autofixes,the rest of the things is normal messages about performance and lots of triangles etc etc
Humanoid avatar must have head, hands and feet bones mapped
VRCExpressionsMenu uses a parameter that is not defined {parameter: Go/Viseme/Weight}
Your avatar is humanoid, but it's feet aren't specified
Your avatar is humanoid, but it's upper arms aren't specified
I've gone through bone napping and Reconfiguring what I thought would be the issue but it hasn't changed and the expression bit is a new error for me.
make sure you have your parameters connected to the avatar and that that parameter is actually there
and show your hierarchy and bone configure cause something's definitely wrong there. If the bones are mapped correctly, it could be the parenting
re: the menu item, did you upgrade gogo loco or install it manually? If so, you missed a parameter.
oh yeah, that
I've done both and neither worked :/
if you haven't added that parameter into your list, I'm sure that'd be a problem.
Dose anyone know of a video that shows you how to actually make it so you can make a gun on a avatar reload and be able to rack it
Im aboslutely too stupid when i open unity this is the only thing i see
what constraints would i use to get an ik effect for this tube? ive tried a bunch of them but cant seem to figure it out
Are you trying to open a project or create a new project?
I want to open the avatar i bought on jinxxy
So you’ll go to open project and find the unity file for the avatar
When i click open and on the folder where the avatar is.. its empty i only have a .tar
There should be a unity file that you need to click on
thats the only file i can see in the whole folder
There should be a unity file in the zip file you downloaded
Hmm. i unzipped the file and this was the only file inside , should i try reinsalling the file?
Maybe I don’t know what’s the .tar file would be for normally when you download the file it has a unity file in the zip also make sure your downloading the correct thing
I just saw i can see it but not open it
What?
the blender file is in my normal files. when i dounle click onto it nothing happens. and when i try open project in unity its notwehre to be found
Oh wait did you download a blender file?
it says unity file
can anyone help with this :') sorry
any errors in console?
nothing was coming up
how many times have you tried to upload
this is what i looks like in my files
twice i think but ye it doesnt actually start anything
if there's no errors thenn
if i click to one of the other tabs and go back it gives me the option to upload again
try again
its like i click it and it says "alr cool..." lol
can anyone help with this
Ya I cant find an issue. Ima make a new file and try to redo this from scratch, shouldn't be but a day or 2. Been working on it for a month so 🤣
I appreciate the help peeps
so, i'm making an inanimate object avatar, and i try flipping it upright in blender and unity, but it's still face-down
anyone know how to help?
Is there a way to have an avatar detect when the player wearing it is grabbing an in-world object?
Can anyone pls help me upload an avatar?
probably against avi TOS
i need someone to talk me trough the process so i dont think it is against the TOS
watch a yt tutorial on how to upload avis, or use the provided upload instructions that some avi creators provide
Well. As i said abit more up it doesnt work for me :/
if you scroll up you see pictures and the problem i dont rly want to resend the pics and spam this channel
Well. If i download unity i cant install smth in the hub. If i install the unity version from the website i can only open a empty thing or a new project. If i click on open project i cant find the unity file i bought
Nope not there either
usually (the ones ive seen) say to import the unity file
you dont just double click it bc smt they arent that kind
some dont open (from my experience at least) if double clicked as a file, they have to be imported first
I opened vcc and tried to open the project. I cant open the project cause the file doesnt show up there
The one i bought? The avatar im trying to upload
wdym it doesnt show-
that's not what vcc does
its for creating unity projects, importing required files like VRCF, poi, gesture manager, that kinda stuff
i dont see a problem
So what do i do there?
Pick project? Yeah?
Find the folder where the avatar is yeah?
Can you stop being sassy for no reason at all please? I appriciate your help but not everyone knows everything thats why im trying to edjucate myself...
Its super hard for me. I dont even speak english really well
what specifically is the problem have you created a project before or are you trying to make a new one to upload the project?
Iam trying to do everything from 0. The only steps already done is. Buying the avatar, downloading the file, downloading the vcc
with VCC you don't open a "unity file" - you make a new project, launch unity, and then import the package (etc) for your avatar.
like so
you dont even open unity files to begin with
less than a minute tut
hmm, if you double-click one in Windows, does it open the scene in the right project? I don't use Windows often so no idea
only some do that from what ive seen
i think the scene ones open, but the ones that are just info do not
I mean you can click it and itll import it into the currently opened project but you dont just open a unity file like a project
represented by big/small unity icons in the project i think
yeah I just didn't know what that would even do
i assume they have an info-only .unity file which will not open as a scene
a unity file is just a unity version of a zip folder
faster process than zipping your project folder and deleting what you dont need to export
Hey, first time trying to upload an avi for quest, and I'm not able to swap to android at all. Am I missing anything? Thanks
you have to download the android/ios builds in the unity hub
In the newest SDK version, are you unable to change the values of physbones in play mode in order to test them?
you can search it on googl and it should be ze first result
Awesome, thank you
should be able to, but havent used new sdk so idk
first link there
Sweeeeeeet
So what's happening is that I'm changing a tail's "pull" value to be 1, then going into play mode. While in play mode, I change the pull to 0 and move the model around, but the behavior doesn't change (acting like pull is set to 1). I have to exit and enter playmode in order to see my physbone values change and this is very annoying because vrcfury has to build every single time 😐
I'm used to just being able to lock the inspector on the bone I'm working on and drag the model around in play mode to tweak values.
changes in play mode don't persist. set stuff how you like, then copy the component, go out of play mode, paste settings.
i think they mean that they set the value to 1 outside of play mode, then they enter playmode and set it to 0, but it still behaves like the value is set to 1 (although visually it's 0), so they have to exit (setting it back to 1 like it should be) and enter again for it to look like 1 again
idk if i explained it very well
Hi, I'm having some problems uploading an avatar which I have some errors that I can't fix due to my little knowledge of unity, could someone help me to fix this? I would be very grateful if someone could help me. (if possible we could talk in a separate chat?)
send ze problems here, more people to help
and for future reference it's better to just post it without asking bc the answer will normally be yeh
or we just respond with the fix
then i send a picture?
ohh that avi
i can see why the "private chat"
how many times did you try uploading
The changes are not persisting within play mode, either. I know that they do not persist outside of it.
a lot of times trying different things ;-;
soo what does the sdk say
Outdated SDK version possibly?
Those errors look like either corrupted SDK or incorrect SDK version to me, but it's been a while since I've run into that
sdk just "nuh uh"
my knowledge of unity is almost minimal what do you mean? what do I say when I try to upload the avatar?
the sdk control panel
it should give an error as to why it didnt upload
this?
lol that sucks
it says it cleared the blueprint id for you but it might help to do that manually as well just in case
that was the first thing i do
what do you mean?
on your vrc avi desc, press clear blueprint
wait what's below it
yeah under it
Uhhhh