In previous SDK, we can workaround avatar validation by calling
VRC_SdkBuilder.ExportAndUploadAvatarBlueprint
which was marked
[PublicAPI]
.
I really need to call that to avoid false-positive Avatar Validation Errors. There are many false positive avatar validations errors:
  • For Avatar Validation, EditorOnly can be skipped. Materials with pc shaders under EditorOnly may cause false-positive avatar validation errors.
  • When we reduce some PhysBones with IVRCSDKPreprocessAvatarCallbacks, quest PhysBone hard limit error is false-positive.
  • When we replace shaders with IVRCSDKPreprocessAvatarCallbacks, PC Shader errors are false-positive.
Of cource, I think it's not good to skip validation, but pre-build validation can cause tons of false-positive.
So, for Control Panel, I think it's OK to disallowing clicking "Build and Publish" button if there are Avatar Validation errors.
However, for calling
Build
or
BuildAndUpload
by tools, please defer Avatar Validation after
IVRCSDKPreprocessAvatarCallbacks
.
See Also: