Advanced Search
Search Results
34 total results found
Repositioning Remote Players
How to make a world that lets you walk on walls
Guide to MMD Dance World Full Support Logic
When people made or custom own avatar, I would assume they try and see how it is at MMD dance world which is good way to confirm most of modelling is without issue as movement be non-intentional way. In the case, if you just enjoy MMD world, you want your ava...
Manual texture/material merging
Some tips on combining materials in case you want to optimize your avatar or are going to do a quest version
Handy Dandy Shorts
This book aims to cover some creative aspects I've encountered that are often overlooked / unknown but too short to write so much about! They will contain very short pages about each topic meant to give you a concise & practical response on a single topic. ...
How to Make a Menu Toggle For 3.0 Avatars
Turn on or off something using a menu toggle.
Avatar SDK3.0 Troubleshooting - Common Errors/Issues
My avatar is turning into an eldritch being! Help!
Create Your First VRChat World
Video version: https://youtube.com/playlist?list=PLPdWkxUSZ65Fp6ICrU7mIq1znAfPwMhNZ This is the script of a video tutorial series about how to create your first VRChat World using a Unity-only workflow. This is a project-based course which will end with ...
Sheru’s booth.pm avatar guide [WIP]
A beginners guide for people new to VRChat avatars. This guide is specifically geared towards people that have or are about to buy a avatar from the market place called booth.pm I will cover basic roadblocks that a user new to booth.pm might encounter wh...
[InProgress] Multi-Channel Live Audio Streams
Using multi-channel audio in world is a work around to apply real-time effects to live audio streams, since audio-filters do not work with AVPro. There are other uses cases as well, such as multi-lingual streams, or even sending data into a world via a channel...
Transform Manipulations for Dummies
Do you like math? Do you like vectors? Do you want to know how to do vector math with transforms? "But why would you even want to know this?" On avatars, we dont have the luxuries of using scripting to make cool things. So we can have to use the tools ...
VRChat Terminology
Contains all the most commonly (and uncommonly) used terms among VRChat players and creators!
Vowgan's Tutorials
Fill this out later
Lightbulb's Tutorials / Tips / Tricks
A collection of tutorials, tips, and tricks.
Varneon's VRChat World Development Handbook
Due to overflowing amount of information about VRChat world development in my head I tend to forget things easily. This book is a place where I will put most of that information in so it's available more easily for everyone, including myself.
Accessibility in VRChat Worlds
VR allows for creators to build anything they imagine for others to experience. While this is great considerations should be taken to make the world accessible to all where possible. The goal is to increase awareness of the various disabilities people may have...
Blu's World Creation Notes
Self-notes based on my hobbyist experience making VRChat Worlds.
Blu's Avatar Creation Standards
A guidline on good and optimal Avatar Creation in VRChat. This is all based on my own research and should be interpreted as a general idea of what to do when creating Avatars.
Udon Benchmarking and performance tests
A few weeks ago I benchmarked Udon, and I decided to share the results here. So if you're curious to know how to make your U# code more performant, you can check it out here! The introduction just explains how I benchmarked Udon. In the second chapter, I ...
Things You Should Know About Optimization
This book delves into the intricacies of optimizing content for VRChat, exploring the how and why you should optimize your content. This aims to offer comprehensive knowledge for optimization for those who are unfamiliar. While this book primarily focuses on a...
Unity/VRChat Performance Benchmarks
This is a writeup on the performance (mostly focused on frame time) of components in Unity and VRChat. This book is a port of my writeup at https://vrc.school/docs/Other/Benchmarks/
Worlds
Introduction to VRChat Specific Unity stuff
The topics under this section will address things in Unity that are specific to VRChat.
Armatures, Barebones
This chapter explains how the armature works and behaves on its own.
Deformation, Skinning / Weighting (and Blendshapes)
This chapter covers how meshes are deformed by armatures. It also covers Blendshapes and how they work, since it's also a type of deformation.
Intro To Making Quest Content
Sounds like time to break down some basics for making Quest content for VRChat! Plenty of specifics to go through, but it's not nearly as difficult as it has been in the past. With Spookality happening this month, lets get going and make some Quest worlds!
Physbone: Angle Limit Substitution for Colliders
Learned this from this tweet by Tupper which has a video demonstrating it. You can use less physbone colliders by clever use of physbone angle limits alongside the pitch, roll, and yaw fields. This can generally be used to prevent things such as hair, skirts...
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...
How I Test Weight Painting on Avatars
Typically most people (at least the people I know) often test their avatar using MMD worlds and such. This involves uploading the avatar which takes time and isn't really ideal. You could try converting an animation onto a character in Blender but that can be ...
VRAM Usage A.K.A Stop Being Monsters With Your Textures
With the most recent Developer Update post at the time of writing this, we have learned that Avatar Texture VRAM will now be accounted in the performance ranking. Below is a table of what the VRAM limits will be according to the dev post. Excellent ...
Draw Calls (Materials and Meshes)
Generally, you should keep your material count as low as possible, as every new mesh and material in a scene counts as a new draw call, a draw call is an instruction to the graphics card on what to draw and how to draw it, the more draw calls you have, the mor...
World Thumbnail/World Image Guide including a Template
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 different crops used. It is ready to be used with an existing thumbnail or as a base for making a new one. ...