![]() ![]() UdonSharp - Makes a new project with everything from the World template PLUS UdonSharp for writing Udon scripts in a C#-like syntax.World - Makes a new project with the World 3.0 SDK with Udon included, as well as ClientSim for testing your worlds directly in the Editor.Avatar - Makes a new project with the Avatar 3.0 SDK included for creating a VRChat Avatar.To make a new project, just press "New" from the navigation bar on the left and choose which Template you'd like to work from: In the Creator Companion's settings page, you can use the ?-button to browse for the Unity Editor you'd like to use. If the Creator Companion cannot automatically find your installed Unity Editor, an error message will be shown. If you have Unity Hub installed, the Creator Companion can install it automatically for you. The Creator Companion requires our currently Supported Unity Version. The CLI has some functionality on Mac and Linux. The Creator Companion is only fully-supported on Windows 10 (Windows 11 may work but is not fully tested). Unity Hub may automatically prompt you to install versions of Unity that are incompatible with VRChat.You can find it in %UserProfile%\AppData\Roaming\UnityHub\logs\info-log.json. If your Unity Hub installation fails unexpectedly, you may want to view the installation log file.In rare occasions, you may need to run the installer as an administrator. Click "Yes" when the installer asks to make changes to your system. ![]() Unity and Unity Hub usually require admin privileges for installation.Make sure to activate your Unity license after installing it.But, for some reason, it still isn't working. First, check to see that the Animator you might have attached to your avatar doesn't have your visemes set to default value 0 on it, and also check the Idle animation on your override control to make sure none of your animations set those viseme values to 0, in particular on the Idle animation. Otherwise, it could be something masking the visemes on another animation. So if your avatar is in 3.0, this advice might not be sound.ģ. Originally posted by QP:This advice is for building avatars with SDK2.0. Then, make sure the Body mesh is the one selected in the avatar descriptor.ģ. If the blendshapes are attached to another mesh, then rename that mesh "Body", even if you have to rename a current mesh to "Body.Number2" or something. Although you choose to set this during the avatar descriptor process, there might be another set of blendshapes attached to a different mesh you have accidentally chosen instead. If that isn't the case, next I'd check to make sure the viseme blendshapes are on a mesh specifically named "Body". It'll even register that we're talking, but no one will be able to hear anything.Ģ. The latest few updates have seemed to make both my mic and several of my friends' mics be spotty at times. So if your avatar is in 3.0, this advice might not be sound.ġ. This advice is for building avatars with SDK2.0. ![]()
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