Books
Lightbulb's Tutorials / Tips / Tricks
A collection of tutorials, tips, and tricks.
Maebbie's precise Solutions
An assortment of specialized guides for unique problems within VR, Unity & Blender.
Manual texture/material merging
Some tips on combining materials in case you want to optimize your avatar or are going to do a quest version
Miscellaneous Avatar Knowledge
Chapters ported from various pages at https://notes.sleightly.dev
Occlusion Culling and You
Occlusion culling is a complicated topic, and pretty easy to misunderstand. With this guide, I'm hoping I can give people a better idea of when and where to use it. This is based on my guide at https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Occlusion-Culling
Post Processing and You
Post-processing is an arcane topic if you've never dealt with it before. And with changing standards, and years of various games and applications having different definitions for "post-processing", the term can be pretty confusing. This guide will explain what post-processing is in Unity, and specifically, VRchat, and why you should use it on everything. This is based on my guide at https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
Random Assorted Tips With Trixxed
Various small things I've learned over the years that'll probably help you!
Reava's retrospectives
Reava goes back in time and through past & current creations! Each page will take on something I've made as a project (Avatars, Maps, Prefabs...) Some will be made way after its creation and hence will be more of a showcase of how things are, whilst future additions may include more details on its path & the "how" of itself! Take a journey with me and discover my workflow!
Reflection Probes and You
Unity's reflection probe system is a little confusing and convoluted at first. Things that would seem to be good practice turn out to be horrible mistakes for newcomers. After passing around lots of similar advice for years, I've decided to collate it all into one page. I'll cover how they work, and more importantly, how they should be used in worlds.
Repositioning Remote Players
How to make a world that lets you walk on walls
Rigging & Armatures - Full explanation/A deeper dive
In this book I'll attempt to fully explain armatures, bones & transforms
Sheru’s booth.pm avatar guide [WIP]
A beginners guide for people new to VRChat avatars. This guide is specifically geared towards people that have or are about to buy a avatar from the market place called booth.pm I will cover basic roadblocks that a user new to booth.pm might encounter when acquiring and uploading an avatar in this category. *notice* This guide is slowly being converted from a google doc to the VRCLibrary format. My apologies for the slow progress.
Standard Shader and You
This book covers how to use Standard/PBR shading and make stuff look nice, in simple terms,
TechAnon's Braindumps
Collection of thoughts, learnings and protips I've discovered throughout my VRChat journey. This likely contains a lot of WIP stuff.
Terrains!
Helpful instructions and tips for creating terrains!
The VRChat Creation Compendium
Concisely explains every aspect of Avatar and World creation for VRChat. Additionally teaches all one needs to know about computer graphics and game design to get started, assuming no prior knowledge. This guide is not intended to be an end-all-be-all resource but a concise introduction to the many different paths that VRC Content Creation can take you. Originally posted on Steam Guides: https://steamcommunity.com/sharedfiles/filedetails/?id=2190684978
Things You Should Know About Optimization
This book delves into the intricacies of optimizing content for VRChat, exploring the how and why you should optimize your content. This aims to offer comprehensive knowledge for optimization for those who are unfamiliar. While this book primarily focuses on avatar optimization, many of the same principles can be applied to world optimization as well.
Transform Manipulations for Dummies
Do you like math? Do you like vectors? Do you want to know how to do vector math with transforms? "But why would you even want to know this?" On avatars, we dont have the luxuries of using scripting to make cool things. So we can have to use the tools that are given to us to do fun things :) And because a large portion of what makes games work is vector math, you can do a lot of fun things with this on avatars, like tracking other players' hands!