Unable to use a good rated avatar as a fallback due to incorrectly calculated SDK validations
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OxySynth
I created an avatar in Unity, using VRCFury and Modular Avatar.
The avatar has a clothing prefab which was set up with Modular Avatar. After uploading the avatar, it gets the performance ranking “Good”, but in the VR Chat SDK it incorrectly shows Medium because the bones of the armatures and texture memory are calculated twice. It is therefore not possible to set this avatar with the performance ranking “good” as a fallback.
It also got a quest version rated as good.
The avatar does not appear in the Fallback section as uploaded.
Unity 2022.3.22f1
SDK 3.7.5
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OxySynth
Ok so, I could reproduce that the Non-Destructive Modular Avatar Framework does something upon uploading (maybe merging the Armature) so the bones get reduced. Here's a photo of my SDK values and in-game values before and after I remove my modular clothes prefab of my avatar.
OxySynth
I build the quest avatar via Polytool, therefore it removes a lot of incompatible components. It's basically a completely different avatar.
I think VRCFury or Modular Avatar merges bones from the armature of the clothes prefab into the main avatar upon building. I will do some tests to see how the bone count gets calculated when and why it's different upon uploading
White Lotuz
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Hey there, its very odd that it would be calculating the bones twice on one of your avatars but not on your other quest ver avatar. Can you try to repro with other avatars or in another Unity project in case the issue might be in that particular avatar setup?
StormRel
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