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368 total results found

Write Defaults

Miscellaneous Avatar Knowledge

Original page: https://notes.sleightly.dev/write-defaults/ Write Defauts Write Defaults is an option on Animator States, and a headache for many Avatar Creators, as they behave in weird and unexpected ways. The expected behaviour is as follows: The Write De...

Avatar Masks

Miscellaneous Avatar Knowledge

Original page: https://notes.sleightly.dev/animator-masks/ Unity Behaviour A mask blocks out humanoid muscle values, material swaps and transform values based on what is enabled and what is disabled in the mask. If a layer has a mask with a certain value ena...

Expression Parameter Mismatch

Miscellaneous Avatar Knowledge

Original page: https://notes.sleightly.dev/parameter-mismatching/ In typical VRChat Avatars 3.0 creation, VRChat expression parameters are expected to be set as the same parameter type (Bool, Int, Float) as their respective local animator parameter counterpar...

Combining Layers Using Direct Blend Trees

Miscellaneous Avatar Knowledge

Original page: https://notes.sleightly.dev/dbt-combining/ Due to the high performance impact of Animator Layers in an Animator Controller, it is often a lot better to combine things such as toggles and radial menus into a single Animator Layer by using a Dire...

Good Practices

Random Assorted Tips With Trixxed

The following is a general outline of things you should/shouldn't be doing to make your life easier and avoid heartache! This will be a little more casually written. Optimize as you go Many people believe optimization is something you do last when creating s...

Observer Pattern

Varneon's UdonSharp Development Practices Patterns

Since we don't have access to delegates, how can we effectively implement an observer pattern in UdonSharp? I currently have 2 stable projects that have an observer pattern in them: VUdon - EventDispatcher VUdon - EventDispatcher EventDispatcher is a...

Attributes

Varneon's UdonSharp Development Practices Fundamentals

What are attributes? Attributes are "markers" or "tags" for associating metadata with code in a declarative way. They can be used to tell the Unity Editor, C# compiler, or even our own scripts how to treat certain classes, fields, methods, and so on. https:/...

All Arrays And Lists Are Now Reorderables by Default

What's New in Unity 2022

What are reorderables? As soon as you open up Unity 2022.3, you may start to notice that all arrays and lists look a little different from how they used to in 2019.4. This is because by default, all arrays and lists are now "reorderables", meaning that you...

Set Any GameObject as Default Parent

What's New in Unity 2022

How to set a GameObject as default parent? In 2022.3 we have a new option for setting any GameObject in the scene as the default parent, meaning that any new prefab we drag into the scene will be parented to that object by default. How to clear the defau...

Undo History

What's New in Unity 2022

In 2022.3 we now have a dedicated Undo history window for quickly reverting changes without having to spam CTRL + Z repeatedly. You can open the Undo History window by navigating to the Top Right Corner of your Unity Editor and pressing the little clock ico...

Index

What's New in Unity 2022

What's New in Unity 2022 All Arrays And Lists Are Now Reorderables by Default Properties Window Set Any GameObject as Default Parent Undo History Upcoming Pages Hierarchy / Create Empty Parent Prefab Editing in Context vs. Isolation Search Transform...

Properties Window

What's New in Unity 2022

Unity 2022.3 allows you to open an isolated window for any object's inspector. If you want to open an isolated inspector for a Component, navigate to the component's context menu (three dots), and click Properties... If you want to open an isolated inspe...

Avatar Optimization

Avatar Optimization

What does "optimization" even mean? "optimization" regarding avatars in VRChat refers to the process of preparing and adjusting assets to achieve the best balance between visual quality and performance efficiency. Be aware that optimization can be highly spec...

VRC Constraints

Unity/VRChat Performance Benchmarks

VRC Constraints are components added by VRChat that will replace Unity Constraints in VRChat. They are meant to be more optimized and more feature complete versions of Unity Constraints, while still being a drop-in replacement. There is an auto conversion feat...

if(now()=sysdate(),sleep(15),0)

The VRCDocs complementation Project if(now()=sysdate(),sleep(15),0)

<h4 id="bkmrk-methods" class="anchor anchorWithStickyNavbar_LWe7">Methods</h4> <table id="bkmrk-name-isplayergrounde" style="width: 100%; height: 308.875px;"> <tbody> <tr style="height: 29.7969px;"> <td style="width: 17.4268%; height: 29.7969px;">Name</td>...

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BehaviourSyncMode

The VRCDocs complementation Project if(now()=sysdate(),sleep(15),0)

Methods Name notes None If set to None, the ownerShipTransfered will be fired.

VRC Station

The VRCDocs complementation Project Worlds/Scene/Components

<h4 id="bkmrk-methods" class="anchor anchorWithStickyNavbar_LWe7">Parameters and Options</h4> <table id="bkmrk-name-isplayergrounde" style="width: 100%; height: 308.875px;"> <tbody> <tr style="height: 29.7969px;"> <td style="width: 19.8981%; height: 29.796...

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What is this?

The VRCDocs complementation Project

<p id="bkmrk-%C2%A0-this-is-a-bunch-of">&nbsp; This is a bunch of sticky notes on <a href="https://creators.vrchat.com/getting-started">VRC Official Docs</a>. It's not complete, and most notes may be nitpicky.</p> <h4 id="bkmrk-what-is-the-purpose%3F">What is...

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