![]() Therefore, Quest conversion is allowed, but not recommended. If you choose to Quest convert it on your own, just be aware that it will clip a lot since our avatars uses alphas to prevent clipping, which are not Quest compatible. This avatar is PC-only ( it is not Quest compatible ). Strap-on dick (always have the non-DPS dick toggled on if you have pussy or ass DPS turned on at same time)Ĩ types of DPS - for mouth, left hand, right hand, pussy, ass, dick, tit job, foot job) Glittery stars that float around shoulders ♥ LOCOMOTION POSES & MOVEMENT FOR DESKTOP & HALF BODIES ♥ĭisable locomotion (the little dorky footsteps)įloat (this let's you look like you are playspacing up and down, even without full body)įlower nipple pasties (that squirt water!!)Įnable flower to squirt on finger gun hand gestureĮnable clown tongue to come out on rock and roll gesture NSFW (goes fully naked and has 8 types of DPS).slap marks appear on booty when anyone smacks it.flower on the chest that can actually squirt water!.loooong clown tongue (on left rock & roll hand gesture).clown props, like: balloon animal, knife, clown tongue, finger trails, stars around neck & flower nipple pasties.mild color changing emissions for dark worlds.hueshift to adjust color of hair, tattoos, outfit, and your balloon animal.2 hairstyles (space buns with or without long pigtails).Locomotion poses for desktop & half body cuties to lounge in style (6 seated, 6 standing) -> similar to gogoloco.Just a member of the dark carnival, looking to kill. Particles are limited heavily on avatars in VRChat Quest, with settings mirroring the Avatar Particle System Limits on PC.♥ ♥ Avatar Made in Collaboration with Plasma ♥ ♥ (((( JOIN OUR SERVER FOR $5 OFF )))) 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. 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. We do not currently plan to enable them on Quest.Ĭompletely disabled on avatars in VRChat Quest. 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. Requires a cubemap.Ĭompletely disabled in VRChat Quest. This shader is an optimized skybox shader, meant for use in worlds. Do not use this shader unless you plan on baking lighting (which you should be). This shader is only meant for use on worlds. Only usable on avatar particle systems and worlds.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. Requires a diffuse (RGB) base texture.ĭiffuse, but with a matcap input. Just diffuse! The diffuse texture is tinted by the vertex colours. 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 colours Requires a diffuse (RGB) base texture.ĭiffuse 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.
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