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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...
Code of Conduct
These rules apply to books, comments, profile pictures, changelogs and your conduct on our Discor...
Support / Troubleshooting
When in doubt, visit out Discord at https://discord.gg/KWVg95xEWR. Where's my confirmation ema...
Final Things (Version control, optimizations)
Version Control If you are putting a lot of time and effort into a world, version control is a m...
How to join VRCLibrary
Creating an account VRCLibrary is open for anyone to read, even without an account. By creating...
Post Processing
You can easily apply post processing to your scene by using the quick function in VRWorldToolkit....
Physics
Pickupabble objects require 3 components: Rigid body: allows object to interact with physics...
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 for Worlds
For an ideal introduction I would recommend watching my video on the topic of materials in my C...
Materials and Shaders for Avatars
The standard shader is not tailored to work on hard surfaces, not features that are found on many...