Five small helpers for VRCFury that take care of boring avatar chores for you. Add a component, upload your avatar, and it’s done.
Setting up a menu toggle for every piece of clothing gets old fast. Put this on an outfit and it makes a toggle for each piece automatically, neatly sorted in your menu like:
Outfits
└── OutfitXY
├── Top
└── Jeans
Some bones in an avatar or outfit don’t actually move anything. They just add to your bone count and hurt your performance rating. Put this on your avatar or an outfit and those unused bones are removed when you upload. Bones that are still needed (like physbones, constraints or animated parts) are left alone, and your original files are never changed. You can preview what would be removed before you upload.
Only using a few meshes from an outfit or another avatar base? Add them to the list and every bone in their armature that they aren’t weighted to is removed when you upload. Hips, Spine, Chest, Upper Chest, Neck and Head are kept by default, and each one can be switched off. This tool is strict: a mesh that isn’t in the list doesn’t protect its bones, so use the preview to check before you upload.
Put this on your avatar and every humanoid bone gets a PhysBone collider sized to the bone’s length and the mesh around it. Put it on any other bone, like a tail or an ear, and that bone and all its children get one. The colliders are created right when you add the component, not at upload, so your PhysBones and other tools can use them straight away. Fingers, toes and eyes can be left out. Change the radius scale and hit Regenerate colliders to tune the fit. Regenerating replaces the old colliders, and removing the component deletes them again.
Put this on your avatar and a copy of it appears next to it, changed just enough for the SDK to let you upload it
for Quest and Android. Every material is copied into its own folder in Assets/VRCFuryAutoTools/Quest Copies, so your PC
materials are never changed, and copies with PC shaders get a VRChat mobile shader that keeps the main texture and color.
A texture the PC material reads from another UV map (Poiyomi’s main texture, lilToon’s 2nd or 3rd texture) becomes the
detail texture, and if that UV map is UV2 or UV3 the copy gets its own mesh with it moved to UV1, the only other one mobile shaders read.
The parts Quest doesn’t allow (lights, cloth, audio, physics colliders and rigidbodies, cameras) are removed, Unity
constraints become VRChat constraints, and textures bigger than 1024 (adjustable) are copied into the same folder with
the copy capped for Android and iOS. Your original materials and textures are never changed. If the copy is still over
the 10 MB download limit when you upload it, its biggest textures are halved (again only in copies) until it fits. The copy keeps your
avatar’s blueprint ID, so upload the PC version first, then switch the SDK to Android and upload the copy.
Regenerate Quest copy replaces it, and removing the component deletes it again, with its folder of material and
texture copies (moved to the trash). Anything you add to the Blacklist is left out of the copy: an object together with
all its children, or a single component (drag in its header) while its object stays. It isn’t optimized: expect a Very Poor rank until you trim it down.
https://toffelskater.github.io/VRCFuryAutoTools/index.json under VCC Settings → Packages → Add Repository).com.damien.vrcfury-autotools
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0.1.16
2022.3 以降
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