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Nesting Parameters
You can nest parameters by naming it along the lines of "ParentParameter/ChildParameter" to nest parameters inside each other like so. Helps a ton when you have a large amount of parameters. Nesting can also be done on the Shape Keys of a model.
Notes On Stations On Avatars
Don't Put Anything Into the "Enter/Exit Location" This appears to cause the entire avatar to break and not load, I have no idea why, just don't do it. (This is possibly a bug?) Don't Disable the Parent Gameobject The documentation notes to not disable the p...
Reduce Your Max Particles!!!
I'll be fully honest I am very inexperienced with particles, but this is one thing I know that a lot of people apparently don't. Reduce the Max Particles in the main module to just what you're actually using, by default, it's set to 1,000. This will cause VRC...
How to Easily Test Your Dynamic Bones / Physbones
This process works the same way for Physbones! Tired of going back and forth tweaking your settings, then hitting play to see you still can't get those dynamic bones looking nice and having to repeat? Boy do I have a solution for you! Step 1. Lock it Up Nav...
What is booth.pm and for who is this guide?
What is booth.pm? Booth.pm is a Japanese website where independent professionals can distribute their creations. And pixiv, the owner of booth puts a spin on it by saying "Creative activities are now more enjoyable". These creations vary wildly, but mostly ...
Hidden costs, efforts and requirements
Hidden costs Some avatars/items on booth.pm require you to already possess certain things. For example, a base model, paid scripts and/or programs like Photoshop to make full use of all the features that are offered. This can add up quite a bit if it’s your ...
The language barrier
Almost all 3D model items from booth.pm will have their basic requirements listed on their item store page. And to no one's surprise these are usually written down in Japanese. Translation Since learning Japanese is not covered in this guide, I will present ...
What you need to know about Zip files
Deciphering the store page might not provide all the necessary information. The next logical step would be to look for a readme file in the downloaded zip file, but this is where we potentially encounter our first serious roadblock. This is usually the first p...
Open Multiple Scenes at Once
Have multiple variations of one avatar strewn across multiple scenes? Do you need to copy something from your main version of that avatar to all those variations? Tired of swapping scenes constantly? or want to have multiple lighting setups to see what your av...
Armatures / Rigs, what are they & how do they work?
What is an armature made of?An Armature / Rig is made up of bones.Bones can be parented to other bones, which will make them inherit movement from their parent bone.The order in which all of the different bones are parented to each other, is called the hierarc...
Orientation (Rotation) Euler angles
As mentioned in the previous article, all bones have an orientation (rotation). This orientation mainly affects how constraints behave, but can also have an effect on IK solvers. How does rotation even work in 3D? (Euler gimbal)The easiest/most comprehensible...
Actually uploading an avatar
This part is being worked on. VRC Creator Companion Although it's possible to maintain projects manually with only having Unity installed (and until VCC was introduced, this was the norm), I do highly recommend to use the VRC Creator Companion or VCC for sho...
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 bones, which makes those vertices move along with those bones. This works quite well to simulate the movement of limbs on creatures and robots, while not being ver...
Materials for Worlds
For an ideal introduction I would recommend watching my video on the topic of materials in my Create Your First VRChat World series or reading its respective script. Using a community created PBR shader (like Mochie's) will increase visual quality, and also...
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 camera to the scene Position the camera however works best for what you're doing, the shortcut Ctrl+Shift+F will align the camera with your current scene view....
Materials and Shaders for Avatars
Default Shader The standard shader is tailored to work on realistic hard surfaces, not features that are found on many character models such as skin, hair, eyes or cloth. If you are going for a photorealistic style, it might be best to seek out more specializ...
Don't Waste Parameter Space
Many avatar creators, including myself have made the mistake of putting VRChat's default parameters into their parameter staging file. While this typically doesn't cause issues, it does take up unnecessary space you could use for other things. Default paramet...
Contacts... How Do They Work?
Give headpats to the shadow creature In this semi-guide I'll explain how contacts work to my own limited understanding of them, great idea right?! I recommend reading the official documentation for contacts for a more technical look at how they function! Thi...