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Uploading to VRChat and Quest Compatibility
As Quest users become more and more prominent on VRChat, compatibility for the Oculus Quest is ...
Position Constraints
Position Constraints are Unity built-in Components that will copy the world-space position of a s...
How do you do maths with a Transform?
For doing maths with transforms there are three primarily interesting things stored in a transfor...
Projecting a Vector (in World-Space)
To project a vector in world-space, you can simply use a position constraint, and only have one (...
What about dividing a vector by a scalar?
Unfortunately I currently do not know of any method to find the multiplicative inverse of an arbi...
Normalizing a Vector
To normalize a vector we can use the LookAtConstraint. Make it look at the vector i.e. transform ...
Subtracting two Vectors
To subtract two vectors you can use the same method as Adding two Vectors but inverting either ve...
Adding two Vectors
To add two vectors we have to get a little creative. I wont explain why this trick works mathemat...
Inverting a Vector
This can be done with the same method as Multiplying a Vector by a Scalar by simply using -1 as t...
Multiplying a Vector by a Scalar
To multiply a vector by a scalar we can use the fact that when a position constraint is given a s...
World Space vs Local Space
As a lot of people have already explained this concept I will just refer to this post for brevity...
What is a Transform?
A transform is a component that is attached to a GameObject. In fact transforms are the only type...
Prerequisites & Disclaimers
I expect you to know how to use the Unity Editor and to know a little bit about vector math and g...
Post Processing
You can easily apply post processing to your scene by using the quick function in VRWorldToolkit....
Particles
Particles[docs.unity3d.com] An important note about particles, you may have seen that if you r...
Reference
(Sample Picture) GameObject contain Face mesh required to be named as “Body” on FBX level. In...
Materials
The following section on materials will cover what is needed to know for both avatars and worlds....
Basic Setup (.vrm to .fbx)
To preface, you are expected to know how to use Blender to at least a very basic level, however y...
Armature deformation, what is it and how does it work? (WIP)
Armature deformation is the reason we built an armature. It allows us to weight/skin vertices to ...
Orientation (Rotation) Euler angles
As mentioned in the previous article, all bones have an orientation (rotation). This orientation ...