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Random Assorted Tips With Trixxed
Various small things I've learned over the years that'll probably help you!
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...
Rigging & Armatures - Full explanation/A deeper dive
In this book I'll attempt to fully explain armatures, bones & transforms
[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 ...
UdonSharp 1.x Feature Overview
How to take advantage of some of the latest features introduced in UdonSharp 1.x
Vehicle Development Basics
Basics of vehicle development for VRChat worlds using UdonSharp
UdonExplorer - Overview of Your Scene's UdonBehaviours
Full guide on how to use Varneon's open source UdonExplorer to inspect the UdonBehaviours in your VRChat world scene
Varneon's Waltzer Development Retrospective
Comprehensive insight to the 4 year long development of Waltzer, one of my most ambitious side projects in VRChat.
UI Basics and Beyond
Basic information about using Unity UI in VRChat, example use cases and advanced concepts
VRChat Terminology
Contains all the most commonly (and uncommonly) used terms among VRChat players and creators!
Varneon's UdonSharp Development Practices
In-depth look into my personal development practices, UdonSharp prefab standards, performance and security recommendations and much more.
Creator Companion and Package Manager Guide
A guide for using VRChat Creator Companion and authoring packages compatible with VRChat Package Manager
Vowgan's Tutorials
Fill this out later
Lightbulb's Tutorials / Tips / Tricks
A collection of tutorials, tips, and tricks.
Varneon's Unity Development Handbook
Due to overflowing amount of information about Unity 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.
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.
Fundamentals
Basic information that everyone should be aware of when developing with UdonSharp
Optimization
Some good optimization measures to ensure that the UdonVM is not doing any unnecessary work in order to maintain a higher and more stable framerate
VPM Package Authoring
How to author packages compatible with VRChat Package Manager
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!
VPM Package
Technical Notes
Some highly specific technical details, problems and solutions
World Setup
Chaper 1: Guidelines
Let's run some benchmarks!
In this chapter I am executing scripts in C# and U#, and compare execution times
Basic Optimization
Basic optimizations that can be applied fairly easily to anything
Advanced Optimization
These optimization techniques may be more difficult for newbies and potentially time-consuming for those who haven't learned them yet.
Animator Controllers
Patterns
How to implement certain design patterns from C# with U#
Types of Textures
There's a popular saying among programmers; "garbage goes in, garbage comes out"! If you don't know what you're putting into the shader, you're only going to get garbage out of it. So, what are the different types of textures that Standard supports, and what d...
UdonSharp/Documentation/VRChat API
https://creators.vrchat.com/worlds/udon/players/
UdonSharp/Documentation/
https://udonsharp.docs.vrchat.com/udonsharp
Worlds/Scene/Components
https://creators.vrchat.com/worlds/components/
A Beginner's Guide To Using Bakery
If you open the Bakery window, it'll change your lighting settings so that Unity won't try to automatically overwrite the lightmaps it bakes. Because Bakery is seperate from Unity's lighting system, you'll need to take note of the following: Don't use the "Ge...
Advanced Bakery Notes
Mixed Lighting Mixed lighting incurs the same costs as realtime lighting for dynamic objects. Because the first directional light is free, you can combine high quality baked lighting with real-time shadows using Shadowmask mode. Combine a Unity directional li...
Why does post-processing matter?
To really understand how post processing works, we have to take a detour. This is a camera. A traditional camera works by using a lens to focus an image into a sheet of chemically treated film. The film, being exposed to the light, undergoes a chemical rea...
Setting up post-processing in your scene
Okay, now you have it installed, let's go over the basics of using post-processing. First, we need to cover post-processing volumes and how they work. Note: 1's VRWorld Toolkit can set up post-processing for you! I recommend using it to install it and set it ...
Installing the post-processing stack
First off, you'll need the latest release of the Post Processing Stack VRchat supports. Note: Post Processing Stack v2 is free. It does not cost money, and it is not on the Unity Asset Store. Do not buy post-processing systems off the Asset Store, they will n...
Setting up local post-processing volumes
This follows on from the previous page where we set up a global post-process volume Next, let's cover adding a custom effect that only affects a small specific zone in the scene - a post-process volume. Create a new GameObject in your scene and add a collid...
Creating post-processing profiles
There are some best practices to be aware of when adding post processing to your scene. First, you should always have a base global post processing volume set up to have some basic tonemapping and bloom parameters. Then use seperate global or local volumes fo...
Scene setup tips when using post-processing
When using post-processing, there are some useful rules of thumb to keep in mind about designing your scene. In real life, things are normally pretty bright before they glow... unless you're using a foggy lens. So don't set your glowing light emissive object ...
Introduction
The Standard shader is one of the many misunderstood parts of Unity in VRchat. It provides a fairly realistic look thanks to it's physically based approach, but with some huge pitfalls that anyone who can't tell their "smoothness" and "metalness" apart will fa...
Albedo/Diffuse
First, we have the albedo map. The albedo map is uninteresting, but very important. It's where the colours of your material come from! What you'd put here is the same kind of texture that other engines would call a colour or diffuse map. To go into extra detai...
Normal Maps
Next, we have the normal map. The normal map defines details on the surface of the material seperate to those of the mesh. If you're reading this guide, you might not know what a normal is. Let me explain it for you! You see, meshes are made up of vertices, ...
Specular and Metallic Maps
Specular maps are a tricky subject. Many write ups explaining specular maps focus on how a specific game or engine handles them, and the specific compromises and simplifications inherent to them. One thing is clear, though, specular maps focus on shiny stuff. ...
Occlusion, Height, and Emission Maps
Occlusion Maps Next up are occlusion maps. These maps contain ambient shadows - the cracks and crevices that are normally too small for light to reach unless it's shone directly into them. For single models like props and characters, you can bake these using...
Detail Mask and Details Maps
Detail Mask Next up is the detail mask, which controls how the detail map in the next section is applied. Where the detail mask is black, the detail map won't be applied. This lets you have a detail map that affects some parts of your mesh, but not others. I...
Visual Example
How do these textures look? Well, I've included a sample right here. Here is a section of cloth from a material with albedo, normal, specular, smoothness, and occlusion maps, using Materialise to render it shaded on the left. You can see that the cloth...
Creating Specular/Metallic Maps for Standard
When using the Standard shader, it expects the metallic and smoothness map to be elements of the same texture. You can also combine the occlusion map and detail mask into the same texture. Having all these elements be part of the same texture saves memory, so ...
Creating maps from a pre-existing texture with Materialize
For world creators, Materialise is great. What is it? It's a tool that, given a simple tiling texture, can create all these maps with some clicking and tweaking! All this came from one image. Isn't that amazing? You can download Materialize from the Boundin...
Conclusion and Tips
The Standard shader is really misunderstood in VRchat. I've heard many people curse and blame Standard for all kinds of visual issues, but it's just a complicated tool that's easy to use wrong. You can get great results from it. It's efficient and easy to tune...
Book Style Guide
The entire wiki is still a work-in-progress! These guidelines are subject to change. If you have a suggestion, let us know! We invite anyone to share their knowledge on VRCLibrary.com. Please follow these guidelines when submitting content. TL;DR Focus on...
The basics of occlusion culling
Occlusion in a Unity scene is data that divides the world into chunks containing smaller and smaller chunks of space. In each of these sections, the data for what is and isn't visible from each section is recorded. Unity takes this data and uses it to hide thi...