GIFT: VRCEmoteManager π Addon π
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Very cool plugin! Please if possible add a disclaimer that these modifications are unofficial and bugs happening during the use of this patch should not be reported to the creator of the base tool
@Kittenji Sure,
Please fix the action layer. VRC Animator Play Audio does not apply audio correctly after the animation starts. If the animation is looping, the sound and animation become out of sync. Adding Loop to Audio Source is useless, you need to make changes in the action layer. Thank you.
2nd, add the ability to simply play music without animation, like an audio player. Then it will be the best there is in VRC.
I didn't include these changes in the patch because it would complicate for support the code and could break in the future, so I made very light injections.
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I cant figure out how to make the sound to work with the emote, the emote plays but no audio comes out. I tried following the tutorial video where it shows how to use it but nothing works. Im new to this and feel very dumb.
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@kaizoku it wasn't a problem getting the sound to work, that was an error on my end. And I did read. I still don't understand how to add camera data
@GrumpyTanner said in GIFT: VRCEmoteManager
Addon
:it wasn't a problem getting the sound to work
How did you get it to work?
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@GrumpyTanner said in GIFT: VRCEmoteManager
Addon
:it wasn't a problem getting the sound to work
How did you get it to work?
@magelmal132 I had turned down player sounds in VRC so that was my problem.
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@magelmal132 I had turned down player sounds in VRC so that was my problem.
@GrumpyTanner i got it to work, thank you so much!
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K kaizoku referenced this topic on
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@mlko Maybe your Camera to far out?
Or accidentally removed it? or dif Main Cameraalso:
things need to remember is
There can only be one Addon if u have Multi Avs in the unity they need to share the "One"unpatch give it a few secs then re-patch if you need it
Ugh idk why is Bold that way xD
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i mean, when i change the audio range value in the game to 0% people tell me they can hear the sound from 10-20 meters away and when i set it to 100%, the audio range doesnβt increase. how can I fix that? itβs a great addon but for some reason the audio range doesnβt work for me:(
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i mean, when i change the audio range value in the game to 0% people tell me they can hear the sound from 10-20 meters away and when i set it to 100%, the audio range doesnβt increase. how can I fix that? itβs a great addon but for some reason the audio range doesnβt work for me:(
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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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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
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