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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...
Easy Avatar 3.0 Toggles
Make toggle-able objects for your avatar, the easy way: with a community created tool!
Creator Companion Notes
Terrains!
Helpful instructions and tips for creating terrains!
How to Upload an Avatar
The basics of installing and getting familiar with the VRChat Creator Companion and Unity, and importing an avatar, either from a demo scene, a prefab, or an FBX file. You will be able to upload the avatar using VRChat's Avatar 3.0 system!
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://notes.sleightly.dev/benchmarks/
Miscellaneous Avatar Knowledge
Chapters ported from various pages at https://notes.sleightly.dev
What's New in Unity 2022
Everything I think you should know about Unity 2022.3 when migrating your VRChat projects from 2019.4.
How occlusion culling affects objects
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 ...
How to set up a scene for occlusion culling
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
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...
Final notes
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...
The basics of reflection probes
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 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...
Tips and tricks
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...
Support / Troubleshooting
When in doubt, visit out Discord at https://discord.gg/KWVg95xEWR. Where's my confirmation email? Check your spam forlder! VRCLibrary.com is relatively new, and our confirmation emails are likely to get filtered by your email provider. If you're struggling...
Introduction
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
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
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
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 ...
Custom Normals 2: "Cylinder" Face
Shading the face cylindrically is slightly more advanced but still a simple and lazy process. Select your head/face mesh and open the right-side panel (press N). Under the Abnormal tab, there is a drop down selector that should show a list of your mesh's vert...
Terms of Use
Last updated: 06/01/2022 Introduction Each section begins with a brief and incomplete summary of its contents. The summaries are intended to help you understand this document. However, they are merely supplementary and not an actual part of our Terms of Us...
Wiki Credits
This wiki isn't a solo effort! Here's a list of everyone who helped create it. Why not visit their socials and send them a high-five? Name Contribution Socials Faxmashine VRCWiki.com https://twitter.com/Faxmashine Waai VRCLibrary icon https://twitter....
Preface
Anyone who’s tried to learn creating content for VRChat understands the lack of collected, concise learning materials. Tutorials are scattered, with many being barebones, outdated or go against best practices (including VRChat’s official documentation). The go...
Meshes
The geometry of the models are called a mesh, and are made of polygons, or 2D shapes: triangles (3 sides), quads (4) and n-gons (5+, typically undesirable). These polygons are made of vertices (the points), edges, and faces. Originally posted by ck12.org: ...
Custom Normals 3: "Two Halves" Face
Select your head/face mesh and open the right-side panel (press N). Under the Abnormal tab, there is a drop down selector that should show a list of your mesh's vertex groups. Select the "Custom Normals" vertex group we created earlier. Start Abnormal with th...
Gathering Tools
To upload custom content to the game, you must install a specific version of Unity, the VRChat SDK, and use a VRChat account (not Steam or Oculus) of at least New User (Blue) ranking. Installing Unity You will want to install the Unity Hub, as it makes manag...
Materials
The following section on materials will cover what is needed to know for both avatars and worlds. Specifics for avatars and worlds will be covered in their respective sections. Color or detail is applied to the mesh by using a material. It combines a shader ...