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Converting to Android
Since Windows and Android are dramatically different platforms, Unity compresses and formats files in different ways. Whenever you swap between PC and Android though, Unity will store the state of your files or “cache” them, for when you convert it back to th...
Quest Limitations
Now, to make things work on the Quest, VRChat has quite a few limitations you’ll have to follow for uploading content. Avatars are by far the strictest, though the added freedom in world making leaves a lot of things you’ll have to take into account yourself....
File Size and Community Tools
Trying to cut down on file size is actually pretty easy with some community tools. One’s VRWorld Toolkit will give you a full report of all the files that are being uploaded to VRChat after every build, so after testing your world or avatar once, it will gi...
Shaders and Polygons
One of the hardest things for the Quest to handle is transparency, you’ll notice that none of the shaders you can upload for Avatars even ALLOW it. For worlds, most if not all the shaders included with Unity will function, though keep in mind that some custom...
Video Links
And the last big restriction for worlds is, of course, that non-file URLs do not work in Video Players. Let's break that one down a bit more. YouTube DL is the program VRChat uses for turning any random video url, like a youtube link or a soundcloud song, in...
Outro
And there ya go! Keep in mind this is by no means an exhaustive list, just a good start to get people knowing what a quest project will require and how to get going on one. I hope this has been helpful for you and I look forward to seeing more Que...
World Thumbnail/World Image Guide including a Template
Up to date Version of this Guide/Template:https://maebbie.github.io/World-Thumbnail-Guide-VRChat/ To help create your own Thumbnail you may use the provided template to help align existing visuals.The image below covers guide lines representing the 4 differe...
Putting unity projects in Github for EZ sharing & backups
1. Putting Unity projects in Github Github is a great way to freely revision control your projects (i.e. if you ever break stuff, you can just revert back to an old version of the project), as well as share with other people for collaborative work. 2. What i...
Armature/Rigging: Bone Groups
In Pose Mode you can create color coded groups of bones to easily make selections and make it easier visually to distinguish bones! I highly recommend making sure that you keep your model in a .blend file to work on separate from the .FBX! It can help in pr...
Normals: Data Transfer Normals for Cel-Shading
Ever wondered how to get good looking shadows on your anime face? Well, look no further! This is the "lazy" way of doing this. Doing it manually can look better, but it's good to use this as a basis if you plan to do it manually! In 3D models, shadows are ...
Terminology
"VCC", "VPM", "Repo", "Package"? - This page is for giving you an overview of what everything means VRChat Creator Companion (VCC) Standalone application developed by VRChat for managing Unity projects for world and avatar creation and the packages in those p...
Package Manifest
VPM Package Manifest Package manifest is a JSON file contained at the root of the package and is used to define the properties of the package, such as name, version, author, dependencies, etc. UPM Properties Unity UPM package manifest documentation: https://d...
Relative Project Paths
When you want to save assets from scripts in your Unity project, you may often run into an error explaining that you must use relative paths. This simple class (should) converts all paths into relative paths: using System; using System.IO; using System.Lin...
Scriptable Objects
CreateAssetMenu Attribute // menuName: Path to the menu item // fileName: Default name of the new file // order: Priority of the menu item (100 is often reasonble) [CreateAssetMenu(menuName = "VUdon - Vehicles/Data Presets/Car Spec Sheet", fileName = "Ne...
Build Automation
Receive Callback On Build using UnityEditor.Callbacks; namespace Varneon.Editor.BuildPostProcessors { public static class BuildPostProcessor { // Callback order defines the order in which the callback will be invoked [PostProc...
OnSceneGUI In Editor Window
This is how you can get OnSceneGUI features like Handles to work on EditorWindows. private void OnEnable() { // Ensure that there is no delegate callback SceneView.duringSceneGui -= OnSceneGUI; // Define the callback for the delegate Sc...
Custom Editor Menu Items
How to create different types of menu items for the Unity Editor. Custom Toolbar Menu This is how you can make a custom toolbar menu for pointing into any static method. namespace Varneon.VUdon.VehiclesLite.Editor { public class CarSetupWizard : E...
Get Current Project Window Directory
This is how you can get the current directory of the Project window: using System.Reflection; using UnityEditor; using UnityEngine; public static string GetActiveProjectWindowDirectory() { // Use Reflection to get the hidden method for getting the f...