![]() ![]() ![]() *.overrideController -text merge=unityyamlmerge diff *.controller -text merge=unityyamlmerge diff These config files are based on the configs from the official but discontinued GitHub for Unity plugin, with some small additions for tools like GIMP, Substance Painter, and VRCFury.gitattributes They stop temporary files from being checked in and enable Git LFS for large files. Make sure to install Git, Git LFS, and GitHub Desktop. ![]() I recommend the Pro Git book, available for free online. ![]() If you're not familiar with Git, you will need to put some effort into learning how to use it. (If you're using a nonfree avatar base, you'll want to make a private repo when using GitHub/etc.) This is a great way to back up your project, to keep track of changes you make to it, and to help share your project with collaborators. You can use Git to version your project, and optionally you can use GitHub or GitLab to host and back up the project. VRCFury is not all-or-nothing: it still lets you add your own custom animations to an avatar if you need to in addition to its own animations. You often even need separate animations for turning toggles on and turning toggles off if you're using Write Defaults set to off as recommended for VRChat VRCFury lets you not worry about this while it handles things the right way. The VRChat SDK's standard way for setting up expression menu options and toggles requires making custom animations with Unity's full animation editor, which is overcomplicated for this task and very easy to make mistakes in. Use VRCFury for setting up expressions menu options and toggles. Another way to copy the file settings is to duplicate the original file within Unity and then save over the duplicated file. For FBX files, you may have to copy the the Rig -> "Animation Type" (to Humanoid) and the options in the Model page about "normals". For textures you'll likely need to copy some quality and mipmap settings. You should compare the original file and the new file's settings and make sure they're the same. Whenever you change a texture or FBX file, if you save your version as a new file instead of overwriting the original textures/FBX, then it's important that in Unity you copy over the original file's settings in the Property Inpsector window. Always export the blend file to FBX with the Armature -> "Add Leaf Bones" option off, or else the model will have extra bones added that Unity doesn't have any need for, negatively impacting your avatar's performance and performance rank. If you use the FBX file, then the model may lose some of its original properties such as which lines are marked sharp, which will make shadows look worse on the model.Īfter you make changes to the model, you should save the blend file and then export the model to FBX format for use with Unity. (This is the same relationship as Photoshop PSD files and PNG files, etc.) If you want to edit the model, you should use the original Blender file instead of importing the FBX file into Blender. The Blender file is the original file that the model was created in, and the FBX file is the model in a format that is best for importing into Unity. Many avatars come with their 3d models as both a Blender (".blend" extension) file and an FBX file. If you're starting with an avatar base model, then most of the instructions in Creating Your First Avatar will be unnecessary, but it's still a good idea to know about these steps if you want to modify much about the avatar. Install Unity through the VRChat Creator Companion or through Unity Hub as Setting up the SDK recommends. Skim through the VRChat Creators documentation for Avatars. These notes are not meant to be a full tutorial. Here's some notes of mine for working with VRChat avatars. ![]()
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