GIFT: VRCEmoteManager π Addon π
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Hi everyone, I'm having a problem with the add-on. Everything works except for one thing: the camera. Specifically, it appears, but I can't get it to follow the character. I've followed all the instructions, but it still doesn't work. The avatar uploads without any issuesβin fact, there are no errors in the console. Does anyone know what might be causing this?
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Also, if you have Emote Manager in a project, but the Prefab (Default or Syn Template) not on the root of an avatar, Emote Manager stops the upload. I'm not sure why. Adding it but blank appears to work.
@Striker10 whats Syn Template and where can i find it?
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The addon fails if ANY additional avatar in the project scene does NOT have the Emote Manager missing, when at least one does.
I have 5 same like avatars in my scene, each a different use case. Doesn't matter if I upload one or a batch. Or, if onl one or all but on has the addon. Either all or none.
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The addon fails if ANY additional avatar in the project scene does NOT have the Emote Manager missing, when at least one does.
I have 5 same like avatars in my scene, each a different use case. Doesn't matter if I upload one or a batch. Or, if onl one or all but on has the addon. Either all or none.
@Striker10 multiple avatars not supported, scene switching is also not supported on Quest, Android, and iOS.
Solution:
Create a separate project with 1 avatar for PC. (Or create multiple scenes on 1 project with different avatars) -
@Striker10 multiple avatars not supported, scene switching is also not supported on Quest, Android, and iOS.
Solution:
Create a separate project with 1 avatar for PC. (Or create multiple scenes on 1 project with different avatars)@kaizoku
That's really janky, and a headache for anyone trying to keep baseline edits of the "cored" version of their avatar across multiple avatars with ease.For the record, I use Prefabs heavily for avatar variations. What I may change on the Root/Core avatar, reflects down the chain, identically.
More detailed explanation: Core avatar is purely SFW, with say 5 variations of the SFW, then a Sub-Core version which is NSFW, and it has its say 5 variations below it. If I change something on the SFW core version, it'll copy to all. If I change something on the NSFW core, it effects only those below itself. And I can delete/alter the change on any of the variations without harm to the others back up the chain.What I've been doing...
- Disable all avatars along the scene's hierarchy, who do not have the EmoteManager and Plugin.
- Upload the remaining avatars, which do have the EmoteManager and plugin (and patched).
- Remove the EmoteManager and Plugin folder from the Assets folder.
- Do NOT delete the prefabs from the avatars.
- Tip: Prefab your copy of the EmoteManager (not plugin), to keep your settings and selections.
- Disable the avatars which have the EmoteManager and Plugin, which now shows its prefabs on the avatars as Missing.
- Enable the others, which do not have EmoteManager.
- Upload the others.
When ready to update the avatars with EmoteManager:
- Import the Emote Manager and Plugin like normal.
- Presuming you made a prefab copy of the EmoteManager to keep your settings, no avatar changes are necessary.
- Patch.
- Upload avatars with EmoteManager included as described above.
Note: I have not dabbled in the Camera side of things, yet, on my to-do list when the interest and need is there. I cannot say for certain this is not changed in any ways.
As far as I know, so long as you're only uploading the avatars which have EmoteManager in their hierarchy, no error.
So long as one avatar in the scene has EmoteManager, while uploading an avatar without it, it'll error. Disabled or not.Bonus: I use the following for multiple avatar uploads. I have one project that sometimes needs all avatars uploaded for a big update (ex: Retexture), after the initial test of changes/alteration looks good.
https://github.com/I5UCC/VRCMultiUploader -
Im guessing this breaks if I have loco gogo on my avatar? That would explain why it's not working
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Im guessing this breaks if I have loco gogo on my avatar? That would explain why it's not working
@CoffeeRipper gogo loco works fine with it. Sfw and nsfw.
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@CoffeeRipper gogo loco works fine with it. Sfw and nsfw.
@Striker10 Then I have no idea why its doesn't work then. I got the VRCEmoteManager v2.1.5 then VRCEmoteManager Addon 2.1.5.20 put it on the root of my avatar nothing happened
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@CoffeeRipper gogo loco works fine with it. Sfw and nsfw.
@Striker10 I had to add with the emotion tool on the top left white menu to my avatar. Now it works. One very important step
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@Striker10 Then I have no idea why its doesn't work then. I got the VRCEmoteManager v2.1.5 then VRCEmoteManager Addon 2.1.5.20 put it on the root of my avatar nothing happened
@CoffeeRipper Did you patch too?
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@CoffeeRipper Did you patch too?
@Striker10 Yes. The only let down is that it doesn't change the viewpoint of the avatar like how loco gogo does
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Any way to fix this? Keeps searching for armature even if my avatar doesnt have a an armature or at least its not named as "armature", tried changing the name from skeleton to armature and didnt fixed it

It worked fine with another avatar but with the other I was using it didnt kept giving and error or audio wouldnt play at all
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Any way to fix this? Keeps searching for armature even if my avatar doesnt have a an armature or at least its not named as "armature", tried changing the name from skeleton to armature and didnt fixed it

It worked fine with another avatar but with the other I was using it didnt kept giving and error or audio wouldnt play at all
@trayguilmon The specific avatar you're uploading, does it have EmoteManager included?
If Not...
If EmoteManager is in your Unity Project, and you try to upload an avatar which does not have the EmoteManager prefab included, the upload will fail. EmoteManager is not designed to run on projects with mixed avatars having it equipped or not.
Solution 1: When uploading avatars without EmoteManager, delete the folder the asset resides in. Suggestion: Make a custom prefab of the EmoteManager, to save your settings. Do not delete this custom prefab. Then when you want to upload an avatar which has EmoteManager, just re-import the EmoteManager asset, patch, then upload.
Solution 2: Separate your avatars between two Unity projects.
Note: Having difference scenes does not resolve the issue. It's either in the Unity Project or not.
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@striker10 Not trying to upload it yet ; I'm just testing it with Gesture Manager to make sure the audio and animations work properly, but it keeps giving me that error. Like I mentioned before, it keeps looking for an "Armature" even though the avatar doesn't have it named as armature ,even if I change the name it doesnt really work, and it ends up breaking the avatar's normal pose in the Unity project , with another avatar I didnt had this issue.
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@striker10 Not trying to upload it yet ; I'm just testing it with Gesture Manager to make sure the audio and animations work properly, but it keeps giving me that error. Like I mentioned before, it keeps looking for an "Armature" even though the avatar doesn't have it named as armature ,even if I change the name it doesnt really work, and it ends up breaking the avatar's normal pose in the Unity project , with another avatar I didnt had this issue.
@trayguilmon Ahhh... I've never gotten Play Test to work with Emotemanager...
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