Avatar Bugs & Feature Requests

Post about current Avatar bugs and Avatar Feature Requests. One item per post!
Non-constructive and off-topic posts will be moved or deleted.
Adjust the Threshold for the “Shorter Than Average” Warning
Description Please consider adjusting the height threshold for the “Shorter Than Average” warning. Currently, the warning can appear on avatars that are shorter than the average human height, even when their height is completely intentional and normal for the avatar. For example, avatars around the height of Mamehinata and other commonly used smaller avatars are intentionally designed to be short. There is also a fairly large difference in typical avatar height between different avatar styles and communities. Because of this, I don’t think avatars that fall somewhere between the height of commonly used small avatars like Mamehinata and the typical height of larger Western avatars necessarily need to trigger a warning. Suggested Solution Instead of removing the “Shorter Than Average” warning entirely, lower the threshold at which it appears. The warning could be reserved for avatars that are unusually or extremely small, where their height may actually indicate an unintended configuration or could cause usability issues. This would keep the warning useful while avoiding unnecessary warnings for intentionally short avatars that are still within a normal range of avatar heights used in VRChat. ==Japanese== 「Shorter Than Average」警告が表示される身長の基準を調整してほしい 説明 「Shorter Than Average(平均より低い)」という警告が表示される身長の基準を調整してほしいです。 現在は、平均的な人間の身長より低いアバターの場合、その身長がアバターとして意図された正常なものであっても警告が表示されることがあります。 例えば、まめひなた程度の身長や、その他の一般的に使用されている小柄なアバターは、元々その身長になるよう意図的にデザインされています。また、アバターのスタイルやコミュニティによっても、一般的なアバターの身長にはかなり差があります。 そのため、まめひなたのような一般的な小柄アバターの身長から、比較的大きな海外アバターの一般的な身長までの範囲であれば、必ずしも「Shorter Than Average」という警告を表示する必要はないと思います。 提案 「Shorter Than Average」の警告そのものを削除するのではなく、警告が表示される身長の基準を、現在より低くしてほしいです。 通常のアバターとしては明らかに極端に小さく、意図しない設定になっている可能性や、実際に使い勝手に問題が発生する可能性がある場合にのみ警告を表示するようにすればよいと思います。 そうすることで、「Shorter Than Average」という警告の役割を残しながら、意図的に小柄に作られていて、VRChatでは一般的な範囲にあるアバターに不要な警告が表示されることを減らせると思います。
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Feature Requests
Components that take Transform values and output them to Custom Shader properties/Animator parameters?
This is something that feels like has been lacking for a good while, but having components that could take vectors of a transform property and output them to either a custom string for either a material property or an animator parameter to use. The implementation would be similar to how Physbones allows creators to use custom strings to name parameters that the animator will use and output specific animation reactions depending on the value. Example for the animator: Rotation Offset: There's one feature that Blender has that Unity lacks, and that is using corrective shape keys. Corrective ShapeKeys is a thing in Blender that lets users use bone transform angles to correct deforming mesh based on the angle. So you could bend your elbow in a specific way without needing to redo your weight paints or mesh topology. You could limit the angle of influence of how far the rotation can go for the blendshape amount within the driver itself in Blender. Positional Offset: Similar case to the above, you could also use a child of an empty game object to control how blendshapes look dependent on the child object's transform positional offsets relative to the parent object. If I say dragged a ball that was in world space to the left, I could make the face look angry, or make a character on the screen of a prop on my model move to the left. Examples for shader properties: Vectors, Floats, and Colors: Genshin Impact, love or hate it, is a decent game with an interesting shading style, especially with how they do their facial shadows. HoyoVerse uses SDFs to achieve this effect by getting the forward and right vectors of the head bone to determine the lighting angle along a gradient, and flip the gradient depending on specific conditions. The problem is the only method of doing this within Unity is to change the root bone of a skinned mesh renderer to the head bone rather than the hip bone, which is bad for those that want to have a consistent bounding box across all meshes and for shaders that manipulate the vertices of the skinned mesh. A way to solve for this would be to have a component that could output the forward, right, and even upward vectors to a custom string for a material property to read from and inherit the transform values of. Alternatively you could also output the transform positions for proper dissolve effects or for motion capture based systems that use colors to output, or to even give a good wobble effect/get the volume of a glass bottle for a liquid shader, or have it magically fill up. If possible, this could also be an extension to the Avatar Dynamics, and it could also be implemented into PhysBones for the transforms, but having this be extended to other use cases like the ones mentioned would be extremely helpful and possibly more optimized than using lights + depth tricks, CRTs + Cameras on our avatars, or whatever jank and unoptimized methods we use for our creations.
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Feature Requests
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