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PhysBones

Unity/VRChat Performance Benchmarks

Physbones are quite well optimized, and within reason can be considered pretty cheap. It seems th...

Updated 2 years ago by jellejurre

VRC Constraints

Unity/VRChat Performance Benchmarks

VRC Constraints are components added by VRChat that will replace Unity Constraints in VRChat. The...

Updated 2 years ago by jellejurre

Introduction

Unity/VRChat Performance Benchmarks

The general methodology used to generate this data is to not look at the performance of a single ...

Updated 2 years ago by jellejurre

Introduction

Unity/VRChat Performance Benchmarks Animator Controllers

To put the numbers in this section into perspective, I’d like to mention two points: Every tes...

Updated 2 years ago by jellejurre

Baseline: Two state toggle

Unity/VRChat Performance Benchmarks Animator Controllers

For our baseline, we are going to look at the simple 2 state toggle. The default toggle we will ...

Updated 2 years ago by jellejurre

AnyState & Direct Blend Trees

Unity/VRChat Performance Benchmarks Animator Controllers

AnyState AnyState seems to be similar in performance to non-AnyState toggles, no matter the amou...

Updated 2 years ago by jellejurre

Avatar Optimization

Avatar Optimization

What does "optimization" even mean? "optimization" regarding avatars in VRChat refers to the pro...

Updated 2 years ago by TheHelpfulHelper

Highlighting Objects from Udon

Varneon's VRChat World Development Hand...

If you are looking for a way to draw the user's attention to certain objects in your world, you c...

Updated 2 years ago by Varneon

Albedo/Diffuse

Standard Shader and You Types of Textures

First, we have the albedo map. The albedo map is uninteresting, but very important. It's where th...

Updated 2 years ago by Silent

Conclusion and Tips

Standard Shader and You

The Standard shader is really misunderstood in VRchat. I've heard many people curse and blame Sta...

Updated 2 years ago by Silent

Creating Specular/Metallic Maps for Standard

Standard Shader and You

When using the Standard shader, it expects the metallic and smoothness map to be elements of the ...

Updated 2 years ago by Silent

Detail Mask and Details Maps

Standard Shader and You Types of Textures

Detail Mask Next up is the detail mask, which controls how the detail map in the next section is...

Updated 2 years ago by Silent

Occlusion, Height, and Emission Maps

Standard Shader and You Types of Textures

Occlusion Maps Next up are occlusion maps. These maps contain ambient shadows - the cracks and c...

Updated 2 years ago by Silent

Specular and Metallic Maps

Standard Shader and You Types of Textures

Specular maps are a tricky subject. Many write ups explaining specular maps focus on how a specif...

Updated 2 years ago by Silent

Normal Maps

Standard Shader and You Types of Textures

Next, we have the normal map. The normal map defines details on the surface of the material seper...

Updated 2 years ago by Silent

Introduction

Standard Shader and You

The Standard shader is one of the many misunderstood parts of Unity in VRchat. It provides a fair...

Updated 2 years ago by Silent

Visual Example

Standard Shader and You

How do these textures look? Well, I've included a sample right here.  Here is a section of cloth...

Updated 2 years ago by Silent

Creating maps from a pre-existing texture with Materialize

Standard Shader and You

For world creators, Materialise is great. What is it? It's a tool that, given a simple tiling tex...

Updated 2 years ago by Silent

Realtime Texturing with Clip Studio Paint & Clip Studio Modeler

Random Assorted Tips With Trixxed Blender Tips

This one isn't mainly about Blender, however, if you own Clip Studio Paint, you can use an app th...

Updated 2 years ago by TrixxedHeart

Draw Calls (Materials and Meshes)

Things You Should Know About Optimization Basic Optimization

Generally, you should keep your material count as low as possible, as every new mesh and material...

Updated 2 years ago by TrixxedHeart