#Awtter 3.0 upload failing
1 messages · Page 1 of 1 (latest)
The logs don't reveal what really went wrong. Did you migrate from Unity 2019? Did someone make the project for you?
I made a fresh unity project for the upload, which i always do, and i did everything exactly as i've done the past 14 times i've updated/tweaked my awtter. I made the project, added the latest vrchat sdk, added Poiyomi, then added the ASDK and set it up for uploading the awtter for PC, imported my textures and corrected size and alpha settings, setup the poiyomi shaders on the awtter to how i like them, then finally attempted to upload. This is the first time it's just completely failed.
go to Action 3.0 and added "AFK" to the param list. It should be a bool value off by defualt
Adding poiyomi manually with the ASDK is not recommended as the ASDK installs poiyomi for you.
The error you receive is caused by "IncreaseSendBuffer" of the VRChat API. I have never seen this error before nor do I know how to fix it. Restarting the PC might help.
@compact rock I thought it was something to do with this?
Nope, it will still upload with the AFK error.
It’s also designed that way to avoid afk detection so we get pretzels
So i remade the project entirely from scratch, set everything up without installing poiyomi manually, and it still has the same issue. The avatar builds, but then when it reaches the actual upload stage it just fails.
Had another bean with the same problem yesterday and they where able to resolve the issue by detaching the Blueprint ID and restarting the PC.
Were they able to reattach the blueprint id after restarting? Because i'd prefer to upload it over my existing avatar.
They uploaded a brand new avatar, but you can give it a try, You can always delete an avatar from your account.
138mb of texture memory? set the texture file you're using to 2048. also other than asdk what else is in the project? Are you able to upload a completely unmodified project of 2022 avatar+ asdk + upload from default scene with nothing added to the project?
Texture memory should not be a problem, I have a Rex with over 250mb of VRAM.
it's just indicative that it's not a fresh project, things are added, maybe just a texture
😬
My awtter looks great, and is still only 85mb of texture memory on PC...
If your avatar is over 100mb texture memory that's a little scary
In VRChat VRAM is a scary resource
Eyoo! Did you manage to upload?
I did eventually, though the solution isn't ideal. I ended up finding a forum thread that had a working solution involving editing one of the vrchat scripts in unity.
https://ask.vrchat.com/t/error-uploading-avatar-from-unity-linux-2022-3-6f1/21530/5
I had and just avoid same problem click “./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCTools.cs:101” on error message to open VisuakStudioEditor. insert " return; " statement at 1st line of “internal static async Task IncreaseSendBuffer()” function ( at next line of “{” , before “var servicePointScheduler = …” ) save fil...
Ah, simply skipping the content of the function.
Oh you were using Linux?
Fedora 39 