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UV Tile Discarding
UV Tile Discarding, AKA "the best thing that'll ever happen to you" is a method of optimization a...
How I Test Weight Painting on Avatars
Typically most people (at least the people I know) often test their avatar using MMD worlds and s...
Recovering an Accidentally Deleted File
Have you ever accidentally deleted the entire folder for one of your avatars once? I have! And lu...
Nesting Parameters
You can nest parameters by naming it along the lines of "ParentParameter/ChildParameter" to nest ...
Notes On Stations On Avatars
Don't Put Anything Into the "Enter/Exit Location" This appears to cause the entire avatar to bre...
Reduce Your Max Particles!!!
I'll be fully honest I am very inexperienced with particles, but this is one thing I know that a ...
How to Easily Test Your Dynamic Bones / Physbones
This process works the same way for Physbones! Tired of going back and forth tweaking your setti...
Open Multiple Scenes at Once
Have multiple variations of one avatar strewn across multiple scenes? Do you need to copy somethi...
Physbones: How to Grab Them in The Editor
You can grab and test physbones in play mode, how one may ask? It's pretty simple! Step 1. Add a...
Don't Waste Parameter Space
Many avatar creators, including myself have made the mistake of putting VRChat's default paramete...
Contacts... How Do They Work?
Give headpats to the shadow creature In this semi-guide I'll explain how contacts work to my own...
Cross-Avatar Interactions with Avatar Dynamics
VRChat #AvatarDynamics enables Avatar-to-Avatar Interactions.Have you tried the spray can in th...
Always Reconfigure Your Rig
If you make any changes to your rig, move a bone a little. Delete a bone, rename a bone. Reconf...
3.0 Avatar Menu Text Formatting
Avatar 3.0 Menus have support for Rich Text formatting! You can use pretty much any formatting ...
Physbone: Angle Limit Substitution for Colliders
Learned this from this tweet by Tupper which has a video demonstrating it. You can use less phys...
PhysBones
Physbones are quite well optimized, and within reason can be considered pretty cheap. It seems th...
What's Next?
I am planning to continue benchmarking components after this. Some components I have already star...
Cloth
Cloth components are very heavy and should be used very sparingly. For any reasonable amount of ...
Contact Senders/Receivers
The first thing I want to say is that contacts have a max limit of 4096 per instance. If you have...
Audio Sources
Try as I might, I can’t seem to make these have any performance impact at all, even in unity wher...