FAQ: *Does this work on Quest?* *YOU CAN TRY THE FOLLOWING BUT FROM WHAT I'VE HEARD FROM THE COMMENTS, THE AVATAR BECOMES INVISIBLE* With the shaders shown in the video, no. You can try to use the shaders "VRChat/Mobile/Particles/Additive" or "VRChat/Mobile/Particles/Multiply" and then delete the Back plane since these shaders render on both sides. There's a problem with this though. Additive makes it look like the avatar is made out of light and Multiply makes the avatar dark and see-through. If you choose any other Quest-compatible shader, it isn't transparent. Another alternative is to manually cut up your mesh in Blender but that also increases your polygon count which may make your avatar's performance rank higher than the maximum allowed for Quest. --------------------------------------------------------------------------------------------------------------------------- *My avatar is flat in-game and not upright like in Unity.* Make sure that ONLY your Front and Back planes are rotated 90 degrees upright. The empty object should be at its default unchanged position. --------------------------------------------------------------------------------------------------------------------------- *Why did you add a Back plane? I can already see it on both sides!* Yes, but without the Back plane, light doesn't work on the backside of the avatar. --------------------------------------------------------------------------------------------------------------------------- *Does this work with gifs?* Yes, actually. You can download Poiyomi Toon Shader (github.com/poiyomi/PoiyomiToonShader/releases/latest), add a Poiyomi shader to your plane and use the Flipbook feature. This tutorial by DwuckiesVR should be enough on how to kinda get there: ruclips.net/video/pVeV8I29w9U/видео.html I haven't tested it myself but if it doesn't have transparency, try to use a Poiyomi cutout shader instead.
idk if im missing something but i made the flat image and did the stuff to make it quest compatible and uploaded it on quest but when i copied the id to do it on pc too i couldnt tag the crossplatform in the uploader because it wasnt humanoid or whatever so i couldnt make mine crossplatform have no idea how other people can make em crossplatform unless im missing something
I keep getting this weird glitch where when I apply any of the quest shaders it makes a weird texture around the character. Would you happen to have any solutions?
@@silverstik8466 "If you choose any other Quest-compatible shader, it isn't transparent." Does it still have this weird texture even on Additive and Multiply?
Great for making meme avatars/ 2d avatars quickly and easy only issue is the calculator but you dont have to download it externally so its barely an issue, any beginner avatar maker that wants to make a 2d avatar should follow this tutorial, ill be using this for all my 2d avatars, thanks dude!
I watched the whole thing and I got to the part where it said it can't be used as a fallback lol. Good video regardless, I still learned something today.
For anyone that can't see the view ball in the Avatar Descriptor, you may need to enable view gizmos. For Unity 2022.3.22f1, it should be in the top right and it will kind of look like a 3 sphere with lines.
Uh hey so at 3:22 I only see the reset button, I'm very new to the program and am just going off of the tutorial but do you know where else I'd be able to find the grid and snap settings?
@@nugsthebucciarati4182 Then you should see it if you're using the right version. 🗿 And if I am wrong and they somehow changed the UI on a the exact same version, try to look for a magnet icon with a grid behind it. then, click the arrow that's to the right of it and set the grid size there
@@Rubexo1 Are you sure you are using Unity 2019.4.31f1? If you are and the button isn't there, you'll have to just manually adjust the values yourself. 🤷♂
I'm wondering if I could make a real 2D avatar, the image always looks at you and doesn't matter if I turn around (idk if you understand what I say, I'm not sure if I explained that correctly). And walk animations too, while the image always looks at you.
Yeah, after some searching, there's two ways to go about this: Particle Systems or billboard shaders. 1. Particle Systems redd.it/93w806 - Create a particle system object - Duration doesn't matter. - Set lifetime to 1 - Set start speed to 0 - Set max particles to 1 - Under "Emission" set rate over time to 1 - Uncheck the "Shape" category entirely - Under "Renderer" make sure render mode is set to billboard and that billboard alignment is set to view (these are the default options but you should still check) - Under "Renderer" also set your material to whichever material contains the image you want to show. In that post, the OP said they found a shader but never mentioned the name 2. Billboard shader gist.github.com/normalizedcrow/73672d412311f41a92bd8cdf466862fc gist.github.com/kaiware007/8ebad2d28638ff83b6b74970a4f70c9a I found these two Unity shaders on GitHub. The one by normalizecrow is more recent, so that might work better. Just download it and import into Unity. It should automatically show up in the shaders menu. I don't have Unity atm, so I can't test these out myself, so let me know how it goes.
@@G413_ Alright so I couldn't find a billboard shader that also supported animations, so I guess we'll just go back to using particle systems. This was the link from earlier on how to create a particle system that acts as a stationary billboard. redd.it/93w806 Now, this one's a tutorial for how to make an animated particle system. His particles move, so you'll have to combine this with the particle system from above. ruclips.net/video/Q-UyHJcFY1g/видео.html That tutorial uses spritesheets. If you have GIFs, you can use this site to turn them into spritesheets: chizaruu.github.io/gif-converter/ That should be all the resources you need.
@@fcantil Ok, so, I tried to do the avatar with the billboard shaders but when I upload it online my avatar the error robot appears and with doing the particle systems it appears again, and I tried to close VRChat and open it again to see if it works but its still error robot. Do I have to wait until VRChat loads my avatar? (And when I do the offline testing the avatar works perfectly fine).
Just play the game, man. It doesn't take that long. Also, the docs say that the following will not make it faster: - AFKing - Mass-friending large amounts of users
when you duplicate the front plane into the back plane, just change the material used for the back plane right there, and continue on. if you've already finished the whole thing, it's the same process. change the back plane's material.
Glad to hear that this tutorial still holds up! I've heard that VRChat now has a Creator Companion tool that makes it easier to import SDKs. It seems very user-friendly so it might not be worth making a video for it. It does the same thing as the old method anyway.
Hi i saw u were still responding to comments i'm trying to do an image avatar but with different images for the back n front that aren't the same proportions how do i make an image visible only on one side ? Thank you !
It's been a while. I believe there's a Poiyomi toon shader that's only visible on one side? If not, my older tutorial used "Legacy Shaders > Cutout > Diffuse" as the shader, and that one only worked on one side. I have no idea if it's still available, because it is a legacy shader. For the proportion, just redo your calculations for the other side. The front and back layer aren't connected to each other in any way other than the fact that they belong to the same avatar.
@@fcantil thanks i will try the poiyomi and sorry for the confusion but what i mean by proportions is bc they're like not the same shape do different images but thanks i will try what you told me :)
once i click auto fix on the meshcollider error it just removes everything in the builder menu (oh btw the back texture is different than the front texture on my avatar)
when i try to publish it, it says "The following component types are found on the avatar and will be removed by the client: Meshcollider" when i auto fix it, the builder menu decides to not work, why is that?
Update; i've made it, but for some reason it's refusing to let me make it quest compatible. I'm using quest shaders and stuff, but it literally will not upload for quest, just PC.
@@candyConfecti just checking, you've switched the platform to android right? uploading it to quest won't overwrite the PC version btw. more info here: creators.vrchat.com/platforms/android/cross-platform-setup/
quest user here, followed the steps to make it quest compatible but still wont show up in game, is this video outdated or do i need to use a different unity version?
Make sure you properly imported SDK3 Avatars into Unity. Also make sure it's the currently supported version of Unity that's in their docs (Unity 2019.4.31f1 as of now)
I'm not too familiar with SDK3 custom animations so you'll have to look those up. From just searching "vrchat sdk 3 custom sound", I can already see a ton of tutorials so it shouldn't be hard to figure out.
i dont know if youre still replying but for some reason i made a avatar and converted it to quest and everything i did everything right but now when i make a new project i no longer have the asset files it just sends me to console and i cant drag anything into it what do i do
ive tried but the same thing happens, it sends me to an empty console menu like if you were to click the console button in the project. my assets folder wont come back i tried to uninstall and reinstall both unity and the 2019 build thing and it just wont return@@fcantil
Where are you viewing this? PC or Quest? Currently, if you follow the tutorial, it only shows correctly on PC. There's a workaround for Quest but transparency isn't really doable.
have you checked the pinned comment? "Make sure that ONLY your Front and Back planes are rotated 90 degrees upright. The empty object should be at its default unchanged position."
Are you talking about how the circle disappears when you deselect the Front plane? You can just look at the vertical line that circle aligns with to guide you.
@@fcantilActual latest version of Unity I believe. Grid and Snap settings are also nowhere to be seen and this is difficult for me since I'm a beginner and don't want to ruin my progress up to this point.
@@vorben6868 I mean you weren't supposed to use the latest version. Just the supported version which is 2019.4.31f1. I suppose you could try opening that project in the specified version. I haven't tried myself. If it doesn't work, no choice but to start over. If you do use the right version, Grid and Snap settings will be the exact same.
Are you absolutely sure that the empty object is at 0,0,0 and rotated 0 degrees, and only the Front and Back planes have been changed in their positions and rotations?
@@ObertURU Idk man. Make sure your reuploaded it afterwards. Also make sure that the Avatar Descriptor is on the empty object. If it's still not fixed, try to start over. You might have missed a step.
Wdym by that? Like the button is greyed out? I've had it happen once before and change the location did it for me. Not sure why it didn't for you. It might have something to do with the slashes that you're using.
Make sure that ONLY your Front and Back planes are the ones being moved/rotated. The empty object should be at its default unchanged position (0, 0, 0).
I put on the Quest shaders and switched it to android build. My avatar is invisible on quest and I can’t see it when I put it on. Does this just mean it only runs on PC no matter what? Can I not put it on Quest?
I haven't tested the Quest shaders myself so I'm not exactly sure. If you try to do it the PC way, does it show up normally? If it does, then it must mean the Quest shaders don't work at all. If it doesn't show up still, then you might have done something wrong with your project, possibly by using a wrong Unity version
@@fcantil so the avatar works on the PC build fine and it shows up ingame for pc. My guess is the shaders just don’t work at all for quest cause it worked just fine on PC.
@@Tjuice.13 I see . That's unfortunate. You might have to just settle with the other non-transparent mobile shaders, I guess. You could also try to ask in the official VRChat discord server. They know more than me and maybe there is a way to make it work that I'm not aware of.
@@fcantil Ok I’ll play around with it and see what I can do. If I can’t get it to work it’s not a big deal I can just use the PC version. Thanks for the help
You can use Creator Companion now. It's so much easier. But if you still want to do it manually, click on "Manual SDK Installation" and install Avatars 3.0 there.
That might be because you're on a different unity version. Use the correct one and try again. And if you are on the right one, try to just manually adjust the Y axis on the right side that shows the current position of the eye thing.
there's an option somewhere to convert it to Android, which is basically what the Quest uses There's official documentation for it here: creators.vrchat.com/platforms/android/cross-platform-setup/
You might have the wrong unity version. Make sure it's Unity 2019.4.31f1 like the docs says. And when importing the SDK, there will be a window. Make sure everything is checked there.
I have it in the pinned comment "You can try to follow this tutorial ruclips.net/video/Nic9GltMHo4/видео.html then combine it with mine. I don't think it supports transparency but you can try."
The video tells you how to get it. Although now, VRChat now tells you to download Creator Companion which is a more user-friendly way of obtaining the SDKs. There's official document on it, and it doesn't really need its own video since it's all pretty much self-explanatory anyway.
Okay so, do 2:26 again with the making your material and adding your image to it, but instead use whatever your back image is. The back image will need to be horizontally flipped first in any image editor since the Back plane with it's negative Y scale will flip any material it has. You could also not flip the image and just set the Back plane's Y scale to 1 and Y rotation to 180. Same result, different route. Oh, and add your Back material to your Back plane, of course. Next, you'll need to set the shaders for the materials on both sides to be Standard. Once that shader is selected, choose Cutout as the rendering mode for both of them. Standard makes things like art look a bit bland though so could instead choose "Legacy shaders>Transparent>Cutout>Diffuse" or download and use a toon shader like Poiyomi's Toon Shader (Not Master Shader).
FAQ:
*Does this work on Quest?*
*YOU CAN TRY THE FOLLOWING BUT FROM WHAT I'VE HEARD FROM THE COMMENTS, THE AVATAR BECOMES INVISIBLE*
With the shaders shown in the video, no. You can try to use the shaders "VRChat/Mobile/Particles/Additive" or "VRChat/Mobile/Particles/Multiply" and then delete the Back plane since these shaders render on both sides. There's a problem with this though. Additive makes it look like the avatar is made out of light and Multiply makes the avatar dark and see-through. If you choose any other Quest-compatible shader, it isn't transparent.
Another alternative is to manually cut up your mesh in Blender but that also increases your polygon count which may make your avatar's performance rank higher than the maximum allowed for Quest.
---------------------------------------------------------------------------------------------------------------------------
*My avatar is flat in-game and not upright like in Unity.*
Make sure that ONLY your Front and Back planes are rotated 90 degrees upright. The empty object should be at its default unchanged position.
---------------------------------------------------------------------------------------------------------------------------
*Why did you add a Back plane? I can already see it on both sides!*
Yes, but without the Back plane, light doesn't work on the backside of the avatar.
---------------------------------------------------------------------------------------------------------------------------
*Does this work with gifs?*
Yes, actually. You can download Poiyomi Toon Shader (github.com/poiyomi/PoiyomiToonShader/releases/latest), add a Poiyomi shader to your plane and use the Flipbook feature. This tutorial by DwuckiesVR should be enough on how to kinda get there: ruclips.net/video/pVeV8I29w9U/видео.html
I haven't tested it myself but if it doesn't have transparency, try to use a Poiyomi cutout shader instead.
idk if im missing something but i made the flat image and did the stuff to make it quest compatible and uploaded it on quest but when i copied the id to do it on pc too i couldnt tag the crossplatform in the uploader because it wasnt humanoid or whatever so i couldnt make mine crossplatform have no idea how other people can make em crossplatform unless im missing something
nvm im slow had quest shaders still on
I keep getting this weird glitch where when I apply any of the quest shaders it makes a weird texture around the character. Would you happen to have any solutions?
@@silverstik8466 "If you choose any other Quest-compatible shader, it isn't transparent."
Does it still have this weird texture even on Additive and Multiply?
@@fcantil Yes, sadly:(
Great for making meme avatars/ 2d avatars quickly and easy only issue is the calculator but you dont have to download it externally so its barely an issue, any beginner avatar maker that wants to make a 2d avatar should follow this tutorial, ill be using this for all my 2d avatars, thanks dude!
THANKS FINALLY MADE MY FIRST 2D AVATAR
These kinds of avatars are hilarious thanks for sharing
Thank you so much for the video, I was really looking forward to it!
hope in the future, you can make these fallbacks. i just spent a while trying to make a fallback with an image that says "enable my avatar questie"
lmao same
I watched the whole thing and I got to the part where it said it can't be used as a fallback lol. Good video regardless, I still learned something today.
For anyone that can't see the view ball in the Avatar Descriptor, you may need to enable view gizmos. For Unity 2022.3.22f1, it should be in the top right and it will kind of look like a 3 sphere with lines.
Thanks, I made a cursed avatar and hopefully I can get some laughs with it
Great job for this it really helped me in doing exactly this you are a god my man. : D
I followed the tutorial, and while it worked for the most part, the avi phases through the floor, as if the only collision is the sphere for the eyes.
Make sure that ONLY your Front and Back planes have been moved. The empty object should be at its default unchanged position (0,0,0).
Thanks! Now I am the first person to make an Earth Island Epic Wubbox avatar.
2:53 reset positiion is grayed out and cannot be clicked
If it's greyed out then it means it's already reset (centered) and you're good.
actually the best tutorial
Uh hey so at 3:22 I only see the reset button, I'm very new to the program and am just going off of the tutorial but do you know where else I'd be able to find the grid and snap settings?
That might be because you're on a different version. Right now, the currently supported version is Unity 2019.4.31f1.
@@fcantil then what the fuck do i do?
@@nugsthebucciarati4182 Then you should see it if you're using the right version. 🗿
And if I am wrong and they somehow changed the UI on a the exact same version, try to look for a magnet icon with a grid behind it. then, click the arrow that's to the right of it and set the grid size there
@@fcantil i uploaded the avatar but the image is literally flat on the floor and not really standing up right
@@fcantil it worked but the whole png is on the floor flat and you can't see it until you jump
I dont see the Avatar Descriptor when I search it up :( 4:24 And I don't see the VR Chat SDK Tab at the top aswell 5:11 even though I downloaded it
Okay so i downloaded the older version and it works but now I don't see the edit button at 4:29
@@Rubexo1 Are you sure you are using Unity 2019.4.31f1? If you are and the button isn't there, you'll have to just manually adjust the values yourself. 🤷♂
@@fcantil Yeah i got it to work just had to do that and retry it. 😂
i am using unity 2021 and i do not see the avatar descriptor either :(
I'm wondering if I could make a real 2D avatar, the image always looks at you and doesn't matter if I turn around (idk if you understand what I say, I'm not sure if I explained that correctly). And walk animations too, while the image always looks at you.
Yeah, after some searching, there's two ways to go about this: Particle Systems or billboard shaders.
1. Particle Systems
redd.it/93w806
- Create a particle system object
- Duration doesn't matter.
- Set lifetime to 1
- Set start speed to 0
- Set max particles to 1
- Under "Emission" set rate over time to 1
- Uncheck the "Shape" category entirely
- Under "Renderer" make sure render mode is set to billboard and that billboard alignment is set to view (these are the default options but you should still check)
- Under "Renderer" also set your material to whichever material contains the image you want to show.
In that post, the OP said they found a shader but never mentioned the name
2. Billboard shader
gist.github.com/normalizedcrow/73672d412311f41a92bd8cdf466862fc
gist.github.com/kaiware007/8ebad2d28638ff83b6b74970a4f70c9a
I found these two Unity shaders on GitHub. The one by normalizecrow is more recent, so that might work better. Just download it and import into Unity. It should automatically show up in the shaders menu.
I don't have Unity atm, so I can't test these out myself, so let me know how it goes.
@@fcantil Ok, for the walk animations, can I use .gif?
@@fcantil Please, I need the walk animations that is the last thing I'm asking you to help me, and also thank you sooo much for the billboard shaders.
@@G413_
Alright so I couldn't find a billboard shader that also supported animations, so I guess we'll just go back to using particle systems.
This was the link from earlier on how to create a particle system that acts as a stationary billboard.
redd.it/93w806
Now, this one's a tutorial for how to make an animated particle system. His particles move, so you'll have to combine this with the particle system from above.
ruclips.net/video/Q-UyHJcFY1g/видео.html
That tutorial uses spritesheets. If you have GIFs, you can use this site to turn them into spritesheets:
chizaruu.github.io/gif-converter/
That should be all the resources you need.
@@fcantil Ok, so, I tried to do the avatar with the billboard shaders but when I upload it online my avatar the error robot appears and with doing the particle systems it appears again, and I tried to close VRChat and open it again to see if it works but its still error robot. Do I have to wait until VRChat loads my avatar? (And when I do the offline testing the avatar works perfectly fine).
How do i publish it without needing to spend time in VrChat?
Just play the game, man. It doesn't take that long.
Also, the docs say that the following will not make it faster:
- AFKing
- Mass-friending large amounts of users
should i repeat this process if i want the back of the image to be different? or is there a way to change it without restarting the whole process?
when you duplicate the front plane into the back plane, just change the material used for the back plane right there, and continue on.
if you've already finished the whole thing, it's the same process. change the back plane's material.
many thanks for this fast and easy tutorial. also cultured hololive fan
Glad to hear that this tutorial still holds up! I've heard that VRChat now has a Creator Companion tool that makes it easier to import SDKs. It seems very user-friendly so it might not be worth making a video for it. It does the same thing as the old method anyway.
@@fcantil yea. I basically just skipped until the unity part. Actually worked better then when I tried a year ago haha.
nice music I absolutely love it
hmm i wonder how to make the gif avatar into VRChat PC? (example:run,jump,idle)
D.A.N.C.E. BY JUSTICE OMFG
That soundtrack is OP
Hi i saw u were still responding to comments i'm trying to do an image avatar but with different images for the back n front that aren't the same proportions how do i make an image visible only on one side ? Thank you !
It's been a while. I believe there's a Poiyomi toon shader that's only visible on one side? If not, my older tutorial used "Legacy Shaders > Cutout > Diffuse" as the shader, and that one only worked on one side. I have no idea if it's still available, because it is a legacy shader.
For the proportion, just redo your calculations for the other side. The front and back layer aren't connected to each other in any way other than the fact that they belong to the same avatar.
@@fcantil thanks i will try the poiyomi and sorry for the confusion but what i mean by proportions is bc they're like not the same shape do different images but thanks i will try what you told me :)
@@cjasonnn like i said, they're not connected. if the front is a short png and the back is a tall one, no problem.
I keep having a problem with, every time I click to "Auto Fix"* the 'Builder tab blanks out...
*Deleting it manually does not fix the issue
saving, closing and reopening does nothing either?
3:13 for me the blue arrow is pointing down and not forward, any help?
check for a thing on the upper left that says "Local". if it says that, click on it so it says "Global".
4:25 There is no option for an avatar descriptor even though I have the sdk file in my assets, any ideas?
you probably have the wrong version of unity. if not, try it again from scrathc.
@@fcantil Should I use the exact version you used in the video? Or is there a list of supported versions?
@@LedeVision You have to use the exact version in the docs. Right now, it still says Unity 2019.4.31f1, so use that one.
@@fcantil Got it, thank you!
@@fcantil has this changed???
Avatar Descriptor isn't showing up for me when I click add component. Do I need an older version of unity or something?
You need to follow the wiki. It says Unity 2019.4.40f1 now, not 2019.4.31f1.
@@fcantil ok got it thanks
once i click auto fix on the meshcollider error it just removes everything in the builder menu
(oh btw the back texture is different than the front texture on my avatar)
Hmm, what if instead of clicking Auto Fix, you just go to the empty object, right click on MeshCollider and then delete?
Now I need to know how to make the visemes and finally I can make my own SMILING FRIENDS 2D avatars jahsajshj
when i try to publish it, it says "The following component types are found on the avatar and will be removed by the client: Meshcollider" when i auto fix it, the builder menu decides to not work, why is that?
You might want to try just restarting Unity. It's some weird bug. If that still doesn't work, you can try to remove the meshcollider yourself.
I uploaded my avatar to vrchat but cant find it in the game. Its only on the website, where do i find it in vrchat?
You might have used the wrong version of Unity. Don't use the latest version but the currently supported version, which is Unity 2019.4.31f1.
Omg! Thank you! Now I can finally be a Burger King Original Chicken Sandwich! 😂😂😂
Update; i've made it, but for some reason it's refusing to let me make it quest compatible. I'm using quest shaders and stuff, but it literally will not upload for quest, just PC.
hmm, what kind of errors is it specifically telling you?
@fcantil no error messages, it just won't upload for quest,,
Also mini update my PC bluescreened when I tried to fix it
@@candyConfecti just checking, you've switched the platform to android right? uploading it to quest won't overwrite the PC version btw.
more info here:
creators.vrchat.com/platforms/android/cross-platform-setup/
@fcantil when I did that it bluescreened my pc + still wouldn't upload to quest
quest user here, followed the steps to make it quest compatible but still wont show up in game, is this video outdated or do i need to use a different unity version?
Just to confirm, you're using Unity 2022.3.6f1, right?
for some reason i dont see the avatar descriptor. can anyone help?
Make sure you properly imported SDK3 Avatars into Unity. Also make sure it's the currently supported version of Unity that's in their docs (Unity 2019.4.31f1 as of now)
So I made a saul goodman one, any way I can add emotes to it so I can have the theme play when it's selected? I have the mp3
I'm not too familiar with SDK3 custom animations so you'll have to look those up. From just searching "vrchat sdk 3 custom sound", I can already see a ton of tutorials so it shouldn't be hard to figure out.
that intro was amazing
cant wait for parappa the rapper VR
When i go to add the avatar descriptor component i dont see it anywher. Any idea how i can find it?
You could be using the wrong Unity version
i dont know if youre still replying but for some reason i made a avatar and converted it to quest and everything i did everything right but now when i make a new project i no longer have the asset files it just sends me to console and i cant drag anything into it what do i do
What do you mean it sends you to console? Never experiencing anything similar to that before. You could try just making another project.
ive tried but the same thing happens, it sends me to an empty console menu like if you were to click the console button in the project. my assets folder wont come back i tried to uninstall and reinstall both unity and the 2019 build thing and it just wont return@@fcantil
@@bottleomemes add me on discord @.kur0. it'll be easier to communicate that way
as soon as I fix the mip map error, the build tab just stops working
try to restart unity. or maybe check if you're on the version that the docs says.
Help, my avatar turns pink, I tried everything with the shaders, and still looks pink. :(
Where are you viewing this? PC or Quest? Currently, if you follow the tutorial, it only shows correctly on PC. There's a workaround for Quest but transparency isn't really doable.
how to fix the Height : -3.54m its on the floor
Why is my avatar flat on the ground only the planes are rotated
have you checked the pinned comment?
"Make sure that ONLY your Front and Back planes are rotated 90 degrees upright. The empty object should be at its default unchanged position."
@@fcantil it is
@@recktik2525 I mean, that should be it. The empty parent object should have 0 on all transformation values. Maybe you missed a step somewhere?
why wont the eye circle pop up, i kinda just have to do process of elimination by manually typing it in over and over until it's perfect
Are you talking about how the circle disappears when you deselect the Front plane? You can just look at the vertical line that circle aligns with to guide you.
Avatar descriptor does not show in the results. I have the latest version.
By latest version, do you mean the version stated in the docs or just the actual latest version of Unity?
@@fcantilActual latest version of Unity I believe. Grid and Snap settings are also nowhere to be seen and this is difficult for me since I'm a beginner and don't want to ruin my progress up to this point.
@@vorben6868 I mean you weren't supposed to use the latest version. Just the supported version which is 2019.4.31f1. I suppose you could try opening that project in the specified version. I haven't tried myself. If it doesn't work, no choice but to start over. If you do use the right version, Grid and Snap settings will be the exact same.
@@fcantil aight i'll try. Thanks for replying
@@fcantil VRCHAT SDK does not have "Show Control Panel". It only says "Reload SDK"
I made sure the positions and rotations were right but it still is on the floor what do I do?
Are you absolutely sure that the empty object is at 0,0,0 and rotated 0 degrees, and only the Front and Back planes have been changed in their positions and rotations?
@@fcantil I think so I’ll check again just in case
@@fcantil Everything is scaled positioned and rotated right is there anything I would have missed?
@@newb_e Should be. How does it look in-game? lying flat on the floor or upright but halfway inside the floor?
@@fcantil upright but inside the floor
It worked once but the avatar keeps going invisible when I post it
quest? not quite sure how to deal with that atm. for now, just use a non-transparent image and any standard quest shader.
how do I make the avatar quest compatible?
Read pinned comment
What do I do when the front and back planes are separate and I can't put them together?
Wdym separate? Like, they're different PNGs?
@@fcantil yeah the front and back are different when I try to upload them. Also the png is on the ground but in unity it's up right
@@fcantilIf you think it would be easier to talk on discord I wouldn't be annoyed. It's just my username
@@fcantilI'm dumb and made the front with the animator and avatar script.
is there a way to add forms like make it so it changes images
sure. look up material toggles. there's already a ton of tutorials out there that should help you
when I’m setting the shader, it dosent say vrchat?
You probably didn't import the SDK properly? Could also be the wrong version of Unity that you're using.
on the vrchat sdk the only thing popping up is utilities. im on the 2019 version with the sdk3, so i dont know what to do.
Hmm, check if you're on exactly Unity 2019.4.31f1 and not anything newer. Also check if you're using the latest SDK3 from the site.
@@fcantil i got 2019.4.31f1 and the latest sdk3, but its still only showing utilities.
@@BRUTANANADILEWSKI Try to start over, make a new project and see if it still happens. And select everything when it tells you what to import.
Hey when i made an avatar and tested it on vr chat my avatar was laying on the floor
what do i do?
Make sure that ONLY your Front and Back planes are rotated 90 degrees upright. The empty object should be at its default unchanged position.
@@fcantil it didint fix
@@ObertURU Idk man. Make sure your reuploaded it afterwards. Also make sure that the Avatar Descriptor is on the empty object. If it's still not fixed, try to start over. You might have missed a step.
@@fcantil i already fixed it i didint put the -0.04 and -1
@@ObertURU what did you do to fix it?
It won't create the 3d project. What should I do? I tried changing the saving folder but it won't work
Wdym by that? Like the button is greyed out? I've had it happen once before and change the location did it for me. Not sure why it didn't for you. It might have something to do with the slashes that you're using.
@@fcantil I don't really know but I appreciate it
When I went on the shayeders part there is no option for vrchat
you definitely used the wrong version of unity
I did this successfully except the avatar is halfway in the floor.
Make sure that ONLY your Front and Back planes are the ones being moved/rotated. The empty object should be at its default unchanged position (0, 0, 0).
whenever i upload a 2d avatar it shows up invisible for me whys that?
are you on quest? the shaders i used in the video isn't compatible with quest users unfortunately. check the pinned comment.
Followed every step but in game the avatar and view point is in the floor
Nvm I fixed it!
@@jessihris how did you do it? 😭
@@Dujas my unity was just bugged. I closed the project and opened it again, re uploaded to vrc and it worked
@@jessihris i will try that, thank u!
I put on the Quest shaders and switched it to android build. My avatar is invisible on quest and I can’t see it when I put it on. Does this just mean it only runs on PC no matter what? Can I not put it on Quest?
I haven't tested the Quest shaders myself so I'm not exactly sure. If you try to do it the PC way, does it show up normally? If it does, then it must mean the Quest shaders don't work at all. If it doesn't show up still, then you might have done something wrong with your project, possibly by using a wrong Unity version
@@fcantil so the avatar works on the PC build fine and it shows up ingame for pc. My guess is the shaders just don’t work at all for quest cause it worked just fine on PC.
@@Tjuice.13 I see . That's unfortunate. You might have to just settle with the other non-transparent mobile shaders, I guess. You could also try to ask in the official VRChat discord server. They know more than me and maybe there is a way to make it work that I'm not aware of.
@@fcantil Ok I’ll play around with it and see what I can do. If I can’t get it to work it’s not a big deal I can just use the PC version. Thanks for the help
i wanted to know if there was a fix for the png being halfway in the ground when loaded in vrchat no matter what i try
Make sure you're moving the Front plane and NOT the empty object. The empty object should always be at its default position
dosent work i cant find the SDK3- Avatars
You can use Creator Companion now. It's so much easier. But if you still want to do it manually, click on "Manual SDK Installation" and install Avatars 3.0 there.
i already had the SDK instaled LMAO sorry for the comment
When I got the SDK it doesn't come with the avatar descriptor. What do I do now?
make sure you're using the right unity version
I don't see vrchat in the shader
Make sure you have the SDK imported already.
Some weird FAQ thing pops up and says i have to play more with the app before being a creator
I say it in the beginning that you need the "New User" rank which of course means you have to play it for a bit to be able to upload avatars.
IT SAYS I NEED AN ANIMATOR WHAT DO I DO.
Bro it's literally in the tutorial at 4:22. Do you have an Animator component on the object you put the Avatar Descriptor on?
weird it only says that it is for pc though, did i miss something ?
It is, yeah. I think you can switch it to the android version and publish there. But it still can't be used as a fallback avatar.
@@fcantil thanks for responding, i thought you wouldn't, I will try that
@@fcantil Thank you Man i just made my First 2D Avatar :D
@@h2oguy740 Ayy, good to know it still works in 2023.
the avatar is invisble idk what to do.
Did you use the right shaders?
Ima put myself in the game fr
for some reason i can't move the vr camera or the eye thing
That might be because you're on a different unity version. Use the correct one and try again. And if you are on the right one, try to just manually adjust the Y axis on the right side that shows the current position of the eye thing.
@@fcantil i'll try that, thanks !
Why doesn't the Vrc avatar thingy pop up when i search it
you either didn't import the right SDK file or used the wrong version of Unity
erm, i made three avatars and theyre all pc only... wtf? help
there's an option somewhere to convert it to Android, which is basically what the Quest uses
There's official documentation for it here:
creators.vrchat.com/platforms/android/cross-platform-setup/
can someone help im not getting the ball
It's probably out of view. Try to look around.
it's not letting me import an avatar descripter
you might be using the wrong unity version
Thanks to you I made a avatar
where did the avatar descriptor come from i dont have that
You might have the wrong unity version. Make sure it's Unity 2019.4.31f1 like the docs says. And when importing the SDK, there will be a window. Make sure everything is checked there.
@@fcantil And there is no other way getting it?
how did he get the file up? i need to know please-
Hm? What do you mean by that?
Hey this tutorial is great but i dont know where i find the avatar after i created it.Please help.
Can you not see it in your created avatars menu?
@@fcantil At the beginning i couldnt but now i can thanks
how do we make it cross-platforme (PC/QUEST)
change the texture for quest
What if the division equals to 1?
Then keep the value at 1. Simple.
@@fcantil Thx
the avatar isnt showing up and im on pc
Check if you're on the right version of Unity and not the latest version
The vrc descriptor I can’t find it
You probably have the wrong version of Unity.
How do we add expressions with this?
Just transitioned from SDK2 to SDK3 so I basically know just as much as you. I guess you can look up "SDK3 material toggles" and go from there.
Thanks, now it works :3
Thanks! Now I can finally be _fishe_au_chocolat.png_
i genuinely just dont have an avatar descriptor so no idea
You on the right Unity version specified in the docs?
I can’t click the Vrchat SDK at the end
You are probably using the wrong version of Unity
didnt knew i had to use my brain damn
what version of unity are you using?
2019.4.31f1, like what the docs says.
Does this only work for pngs or can you use gifs as well?
I have it in the pinned comment
"You can try to follow this tutorial ruclips.net/video/Nic9GltMHo4/видео.html then combine it with mine. I don't think it supports transparency but you can try."
@@fcantil Oh thanks, I didn't see that.
Btw this does work for gifs, just swap out the shader used here for the poiyomi flipbook one.
@@MisterFrodo Oh neat. I'll go and update the pinned comment then. Looks way easier in comparison.
what sdk? i dont have it...
The video tells you how to get it. Although now, VRChat now tells you to download Creator Companion which is a more user-friendly way of obtaining the SDKs. There's official document on it, and it doesn't really need its own video since it's all pretty much self-explanatory anyway.
ok
ok but now can you show how to make a gif?
check pinned
I did everything correct and the avatar is invisible
on what device are you playing vrchat?
thanks dude
i now understand why i see so many slop 2d avatars in the game now
lmao whoops, didn't know it had that much of an effect
the avatar descriptor isnt there
have you checked your unity version?
I will miss the blue man :(
how do I make a different image the back? for example, the back of the character im using.
Okay so, do 2:26 again with the making your material and adding your image to it, but instead use whatever your back image is. The back image will need to be horizontally flipped first in any image editor since the Back plane with it's negative Y scale will flip any material it has. You could also not flip the image and just set the Back plane's Y scale to 1 and Y rotation to 180. Same result, different route. Oh, and add your Back material to your Back plane, of course.
Next, you'll need to set the shaders for the materials on both sides to be Standard. Once that shader is selected, choose Cutout as the rendering mode for both of them. Standard makes things like art look a bit bland though so could instead choose "Legacy shaders>Transparent>Cutout>Diffuse" or download and use a toon shader like Poiyomi's Toon Shader (Not Master Shader).