How to Upload Second Version of Model Vrchat

Setting up a cross-platform globe or avatar is actually quite straightforward! In short, all you lot have to practise is use a duplicate project to build an Android version of the nugget, and upload it to the same content ID equally the VRChat PC nugget. The client will manage which version information technology needs to download.

If you need a chip more detail on how to practice this properly (and easily), here's a short guide.

We'll exist making the assumption that you already accept a VRChat PC project set up with your world or avatar. If this isn't the case, you'll need to set up and create your project for PC commencement. You could as well build for Android/Quest kickoff, only that's your call.

After you've got your projection at the indicate where you want to build and upload for VRChat PC, go ahead and practice so. This procedure is identical to our standard setup.

In one case you've got your VRChat PC build up, you'll need to duplicate the project for the Quest (Android) version. To do this, close Unity, copy your projection folder, and paste the re-create elsewhere. Basically, you're duplicating your projection. The location doesn't matter much, as long equally they are separate and distinct projects. You lot might want to name the project something like MyVRChatProject-Quest simply to go on organized.

Keep in mind that whatever changes you brand to one project, you should make to both. If information technology is something simple similar moving an object, you can simply motion the object in one projection, then copy/paste the transform values to the 2d projection.

For more complex or wider-reaching changes, y'all may have to re-duplicate the project, or be very careful with how duplicate the changes.

Open your Quest project in Unity. Since it is a duplicate, you shouldn't take any changes. However, we're most to change that. Let's swap your build target to Android. Here's how to practise that:

In that location'southward some important notes here:

  • You need to install Unity's Android SDK. Otherwise the option won't pop up.
  • Although you lot can swap dorsum and along between Windows and Android, you probably don't want to exercise this. It changes files around, y'all probably want to maintain a scaled-back version of your world for Quest, and...
  • It tin can accept a significant amount of time to swap to the Android platform. Thankfully, if you maintain two separate projects, you only practise this once. If your project is huge or has dozens of avatars, you'll probably want to just export the content yous want as Prefabs or UnityPackages, and and then create an empty Android project from scratch.

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Local Cache Server

You tin reduce the time information technology takes to swap platforms by using Unity'southward Cache Server, which you can run locally. Read more about the enshroud server here. Go on in mind this can take up a meaning amount of disk space.

At present that you lot've got two separate projects prepare appropriately, you'll demand to offset optimizing. Yous cannot skip this. Quest is a powerful headset, but not nearly as powerful every bit a typical VR-prepare PC. You'll need to check out our Quest Content Optimization page to encounter what you need to do. For worlds this means baking lighting, lowering geometry complexity, avoiding transparency, and lowering texture resolution. For avatars, this means removal of backlog components, excess bones, lowering geometry complexity, fugitive transparency, and reducing texture size.

This will take a while, and is expected to be challenging. Optimizing for mobile hardware is hard! Thankfully, there'due south a ton of resources out in that location, and even a cursory YouTube search for "optimizing Unity for mobile" reveals a ton of skilful content.

Y'all can also check out some of our documentation on optimizing content for Oculus Quest.

  • Quest Content Optimization
  • Quest Content Limitations
  • Avatar Performance Ranking System

In order for VRC_Triggers to work across both Quest and PC builds of your world, the hierarchy of the trigger component must exist the identical beyond both projects. This must be synchronized because in Unity, the hierarchy is the definer of which objects are which. Since both Quest and PC users tin exist in the same globe at the same time, that bureaucracy will exist used to determine which item is manipulated for both platforms.

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SyncVideoStream and SyncVideoPlayer Components

Currently, neither SyncVideoStream nor SyncVideoPlayer is supported on Quest. Putting these into a Quest world volition cause severe issues! Simply remove them from the Quest version. Withal, having a video player only in the PC version can cause bug as well. If the Master of the instance is a Quest user, you'll encounter further problems.

Although getting synced video playback working on Quest is an eventual goal, we suggest non using them until we have official support on the platform.

One time your world or avatar is ready, yous can upload! This upload process is identical to the VRChat PC upload process, although the SDK will exist a lot more ambitious with alert you about functioning issues.

You lot need to upload your earth or avatar to the same pattern ID as you have for the VRChat PC version of the content. Blueprint ID is divers by a Pipeline Manager component on a Game Object, which unremarkably accompanies a VRC Scene Descriptor, typically on your VRCWorld prefab. Printing the "Disassemble" button to edit the blueprint ID, and paste in the ID from the showtime version that you uploaded (yous can also find this in the "Content Manager" tab of the VRChat SDK control panel).

The version you're uploading depends on the originating project'due south build target. If you lot're on a project prepare upwardly for Android, information technology'll upload for Quest. If the build target is Windows, then you lot're uploading a PC version. That's basically it-- once you lot've uploaded, whatsoever client that views your content volition talk to our servers a bit like this:

"Hey, I'm an Oculus Quest and I want this content."
"Ok, hither's a Quest version."

"Hey I'm a VRChat PC user and I want this content."
"Ok, hither'southward the VRChat PC version."

If an avatar isn't available for the platform you lot're on, you'll encounter a placeholder avatar indicating what platform that user is on.

If a earth isn't available for the platform you're on, you'll be unable to enter portals to that world or join it through the UI.

Nevertheless, if you join a world that has both Quest and PC versions, and the people in the case have both Quest and PC versions of their avatars, y'all'll view the world appropriately for your platform and be able to hang out with everyone, with no issues!

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Armatures MUST be identical!

For avatars to piece of work properly cross-platform, the armature path MUST be identical between the PC and Quest versions to essential bones similar the head, easily, and feet. Additionally, the scale and rotation of the "root os" (the showtime bone in the hierarchy) MUST be identical between versions.

The rigging (armatures) between Quest and PC avatars must exist mostly identical. If you want to remove not-essential bones like skirt/hair/etc basic for the Quest version, that's fine-- but do not change the base of operations structure of the armature layout. Doing then will result in strange behavior when viewed across platforms.

Most importantly, the "root os" (as in, Hips) should exist the commencement os in the hierarchy afterwards the Armature GameObject. To be specific, as long as the setup (calibration, rotation) of the "root bones" is identical, yous should accept no problems.

We know that maintaining 2 "separately optimized, but identical in content" projects for PC and Quest isn't platonic, and the procedure is a flake of an practice in repetition. Notwithstanding, this process gives you a massive amount of command, and lets you be quite creative with the unlike platforms while sticking to the appropriate level of optimization for whichever platform you're targeting.

We'll be looking into means to ameliorate this process over time, simply proceed in mind many of these limitations are due to the fashion projects are managed in Unity.

  • Your VRChat PC avatar tin can have all kinds of bells and whistles that the VRChat Quest avatar can't have. Depending on the platform, users will run into whatever version is appropriate for their customer.
  • You can be a fleck artistic with this as well-- you could accept a high-poly world or avatar for PC users, then a depression-fi (but nonetheless stylish) version for Quest users.
  • Ascertain a ready of box colliders or a low-poly mesh collider for both the PC and Quest versions of the earth and apply that instead of a mesh collider. Parent the colliders to an empty GameObject at a specific coordinate, and if you lot update ane project, you can re-create/paste that object to the other project easily. That manner you'll never run into users on different platforms "float", and you won't have issues with expensive and complex high vertex count mesh colliders.
  • Remember, avoid transparency at all costs! It is quite expensive.
    • As an bated, yes, "alpha cutout" counts as transparency.

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Source: https://docs.vrchat.com/docs/cross-platform-setup

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