

They are permitted in worlds, but you should be careful not to go overboard with them. Rigidbodies, colliders, and joints are disabled completely on avatars in VRChat Quest. Audio sources consume a significant amount of CPU resources and voices have priority.Īudio sources are restricted in worlds in VRChat Quest. The GPU is not designed to handle these effects very well.Īudio sources are disabled completely on avatars in VRChat Quest. Post processing systems are disabled completely in VRChat Quest. Several community-created video players can handle Quest video playback, given some preconditions.
Vrchat avatars quest Pc#
Placing either of these components in your Quest world will break compatibility between your Quest and PC world! Simply remove it from the Quest version. SDK2 VRC_SyncVideoPlayer and VRC_SyncVideoStream are both completely disabled in worlds in VRChat Quest. All of the shaders listed below are under VRChat/Mobile in the shader selection dialog.
Vrchat avatars quest Patch#
This list may change, and we'll announce in our patch notes when new shaders are available. The shaders are listed below with a short description and their inputs.

We do not currently plan to enable them on Quest.Ĭompletely disabled on avatars in VRChat Quest. VRChat on Quest only permits the shaders provided with the latest SDK on avatars. Be careful with overuse, as they impact performance more than previously thought, especially with the limited resources of the Quest.Ĭustom FinalIK components are completely disabled on avatars in VRChat Quest.įinalIK components are an unbounded source of resource usage. There are no plans to enable them for Quest, as they have complex performance issues that are not solved by a soft or hard limit. Use PhysBones instead!!Ĭompletely disabled on avatars in VRChat Quest. This shader is an optimized skybox shader, meant for use in worlds.Ĭompletely disabled in VRChat Quest. Do not use this shader unless you plan on baking lighting (which you should be). This shader is only meant for use on worlds. Blends using Multiply mode.Ī basic diffuse shader that supports lightmapping. Only usable on avatar particle systems and worlds. The diffuse texture is tinted by the vertex colours. Should be used on cartoon-like characters with flat colors. If you don't have a matcap texture, just use Diffuse. Requires a diffuse (RGB) base texture and a matcap (RGB) texture. Can be used to simulate a shiny metal surface. Just diffuse! The diffuse texture is tinted by the vertex colours.ĭiffuse, but with a matcap input. Requires a diffuse (RGB) base with specular (A) and a normal map.

If you don't have a normal map, just use Diffuse.ĭiffuse, but with a specular map (shininess) on the alpha channel. Requires a diffuse (RGB) base and a normal map. The diffuse texture is tinted by the vertex coloursĭiffuse but with a normal map. Channel mappings for relevant maps are identical to Unity Standard Metallic setup. Supports diffuse, normal maps, metallic+smoothness maps, and optional emission maps.
