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What's New in Unity 2022

Everything I think you should know about Unity 2022.3 when migrating your VRChat projects from 2019.4.

Unity 2022

How occlusion culling affects objects

Occlusion Culling and You

Occlusion culling treats static objects (like the map) and dynamic objects (like players and pickups) separately. Static objects can hide and be hidden. (You don't always want static objects to do both.) They'll be baked into the data and can't be changed at ...

Avatar Optimization

VRChat
Optimization
VRChat
Avatar

How to set up a scene for occlusion culling

Occlusion Culling and You

By default, Unity will put the entire scene into one big chunk of space, called a View Volumes. If you place an Occlusion Area into the scene, Unity will only calculate occlusion data for the inside of that space, which can make the occlusion data much smalle...

Case study: Practical tips and tricks for world design

Occlusion Culling and You

The Devouring is a large map in VRC that uses occlusion culling to squeeze the most performance out of Unity. Here is some advice from its developers. Don't forget, occlusion is calculated using Opaque mesh renderers as occluders. Transparent materials will...

The VRCDocs complementation Project

Everyone can edit this. Please read this: https://vrclibrary.com/wiki/books/the-vrcdocs-complementation-project/page/what-is-this

Udon
Unity

Final notes

Occlusion Culling and You

Occlusion Portals Occlusion Portals are occluders that can be turned off and on and affect occlusion. If you have a large object in your scene that can open/close, like a door or toggle-able object, you can place an occlusion portal alongside it and open/clos...

Non-Destructive Avatar Editing

Learn how to easily and non-destructively edit avatars! This makes edits easy to change and revert! Includes: Easy Avatar Material Swaps! Easy Avatar Hue Shift!

Unity
Avatar
VRChat
Avatar
Workflow
Avatar3.0

The basics of reflection probes

Reflection Probes and You

A reflection probe captures an image of the world around it and stores it into a "cubemap" - a six-sided texture that can fill every side of a cube. Each side of the texture is square, and of the same resolution. This means a "512" resolution probe is six 512...

How to set up reflection probes

Reflection Probes and You

Reflection probes capture an image of their surroundings into a texture. This means a few things A higher resolution probe is much sharper, but much much bigger, due to containing six textures. The texture is static. It can't change. It won't be updated if t...

Kat's UdonSharp Handbook

This is my attempt at documenting niche UdonSharp related quirks.

UdonSharp
Udon

Tips and tricks

Reflection Probes and You

Supersampled Probes When baking a probe at a low resolution, the result can look a bit low-res. This is because the probe is rendered at that low resolution before it's saved. If you bake the probe at a higher resolution, and then set the Max Size lower on th...

Cosmos SDK Guide

Support / Troubleshooting

VRCWiki Rules, Guides and Tutorials

When in doubt, visit out Discord at https://discord.gg/KWVg95xEWR. Where's my confirmation email? Check your spam folder! If you're struggling with email registration, consider registering via Discord, or contact our staff. How to I restore a page I del...

Introduction

Applying Custom Normals to Avatars

If you've ever disliked the way your cartoon or anime-styled avatar looks under certain lighting conditions then you may be dealing with the dreaded blob face! Cartoon and anime faces were never meant to be lit the way they're shaped, so ugly shadows from the ...

Getting Prepared

Applying Custom Normals to Avatars

This will only work in versions of Blender from 2.8+. The add-on we're going to use, Abnormal, doesn't support 2.79. If you're still hanging on to Blender 2.79, give Blender 3.0 a try! It's greatly improved and the learning curve shouldn't be any steeper than ...

Crash course Vertex Group painting

Applying Custom Normals to Avatars

We need to tell Abnormal which vertices to influence and which ones not to. Abnormal uses vertex groups for this. Vertex groups are normally used for rigging and skinning models, in a process called "weight painting", but they can be used for anything else and...

Custom Normals 1: "Flat" Face

Applying Custom Normals to Avatars

The simplest way to apply custom normals to a face is to flatten them, giving the face the appearance that it is a flat surface that is uniformly lit. Select your head/face mesh and open the right-side panel (press N). Under the Abnormal tab, there is a drop ...