How to make PC avatar compatible with quest?
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Sooo I have an avatar that I really like and I want it to be able to be seen by quest players at the same time but I want to keep it looking the same for PC players?
Im actually just guessing here but I think if performance rating only shows 'Windows' then quest people cant even see it? -
when uploading to quest, you need to change the build target in unity to android. all textures need to be quest compatible which as of now is still just VRCToon. the total memory allowed is 10MB so youll need to use something like https://github.com/d4rkc0d3r/d4rkAvatarOptimizer to compress it enough to be able to do it. you can only have a max of 8 physbones, and a few other things that the builder will tell you to fix.
make sure the pipeline manager build ID is the same between the quest and pc version of your avatar, it i s best to do these in seperate projects or to duplicate your materials so you don't need to swap them back and forth when editing each respective avatar.
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when uploading to quest, you need to change the build target in unity to android. all textures need to be quest compatible which as of now is still just VRCToon. the total memory allowed is 10MB so youll need to use something like https://github.com/d4rkc0d3r/d4rkAvatarOptimizer to compress it enough to be able to do it. you can only have a max of 8 physbones, and a few other things that the builder will tell you to fix.
make sure the pipeline manager build ID is the same between the quest and pc version of your avatar, it i s best to do these in seperate projects or to duplicate your materials so you don't need to swap them back and forth when editing each respective avatar.
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when uploading to quest, you need to change the build target in unity to android. all textures need to be quest compatible which as of now is still just VRCToon. the total memory allowed is 10MB so youll need to use something like https://github.com/d4rkc0d3r/d4rkAvatarOptimizer to compress it enough to be able to do it. you can only have a max of 8 physbones, and a few other things that the builder will tell you to fix.
make sure the pipeline manager build ID is the same between the quest and pc version of your avatar, it i s best to do these in seperate projects or to duplicate your materials so you don't need to swap them back and forth when editing each respective avatar.
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when uploading to quest, you need to change the build target in unity to android. all textures need to be quest compatible which as of now is still just VRCToon. the total memory allowed is 10MB so youll need to use something like https://github.com/d4rkc0d3r/d4rkAvatarOptimizer to compress it enough to be able to do it. you can only have a max of 8 physbones, and a few other things that the builder will tell you to fix.
make sure the pipeline manager build ID is the same between the quest and pc version of your avatar, it i s best to do these in seperate projects or to duplicate your materials so you don't need to swap them back and forth when editing each respective avatar.
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@KumanoTM any chance u have visual examples? im kinda dumb when it comes to text based explanations lol
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@KumanoTM im looking at d4rks optimizer and it looks pretty straight forward its just im not sure about the pipeline stuff? like if i make 2 different projects how do i get them to be in one when i upload
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@Akame199
detatch and copy that. it is 2/3 the way down on your inspector when you click on your avi in the higherarchy.
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upload where exactly?