I built VixenTools because the VRChat pipeline is full of repetitive, mind-numbing bottlenecks.
This is a comprehensive suite of custom Unity Editor utilities and automation scripts focused specifically on High-Fidelity Avatar Pipeline & Topology Architecture. Engineered entirely on Unity�s modern UI Toolkit, the goal is simple: eliminate human error, enforce strict project consistency, and push the Unity engine to its absolute limits. Whether you�re violently crushing a PC avatar�s polycount or auditing a complex world for Udon network starvations, this toolset is designed to save you hundreds of hours of grinding so you can actually focus on creating.
1. Architectural Distribution & Infrastructure
- VPM-Native Architecture: Distributed via a custom VRChat Creator Companion (VCC) repository so your packages stay updated inside your existing workflow.
- Context-Aware Dual-SDK Ecosystem: The core architecture natively bridges both the VRChat Avatar SDK (
VRC_SDK_VRCSDK3) and the VRChat World SDK (UDON). The central Hub reads active compiler directives and hot-swaps the UI system to match your current development environment.
- Reactive Scene State Routing (Hub): Bypasses manual UI refreshes. The Hub�s
RenderActionGrid uses synchronous layout flushing and rich-text injection to read EditorPrefs and instantly update button labels and badge states (e.g. <color=#00e5ff>[ ACTIVE ]</color>) as you toggle tools.
- Autonomous Scene View HUD Notifier: No more modal popups. A native UI Toolkit badge is injected directly into
SceneView.rootVisualElement whenever a new VixenTools version is detected, routing you straight into the Hub�s changelog view.
- Modern UI Toolkit Core: All major tools (Hub, World Engine, Quest Conversion Engine, etc.) are built on UI Toolkit with custom USS themes, cyberpunk typography, and responsive layouts tuned for 2022+ editor workflows.
2. The World Engine
A lethal, Enterprise-level heuristic auditing system designed to hunt down 25+ specific architectural anti-patterns across the VRChat ecosystem.
- Omni-Ecosystem Audits: Explicitly mapped to ProTV, TXL, VizVid, IwaSync3, AudioLink, LTCGI, Rinvo, and Light Volumes.
- ProTV: Detects GSV texture conflicts, Realtime GI emission blowouts on video screens, oversized 4K
RenderTexture VRAM nukes, and misconfigured RTGI sinks.
- VizVid: Identifies cross-platform AVPro fallback failures, RateLimitResolver absences, decoupled UI/Frontend handlers, and spatialized audio bleed.
- IwaSync3: Flags aggressive VideoCore sync frequencies, global 2D audio wash, blinding emissive screens, and GC-heavy custom event invokers.
- TXL: Identifies starvation-level tracked zone polling, collapsed translation tables, orphaned Udon behaviours, and heavy cryptography sinks.
- LTCGI: Resolves
BakeInProgress NRE deadlocks, detects fragmented memory arrays (ghost screens), and auto-links missing video output textures.
- AudioLink & Light Volumes: Flags multiple core collisions, Quest GPU readback stalls, unlinked reactive objects, and unsafe TVGI strobe/flicker thresholds.
- Rinvo: Re-aligns mismatched VideoPlayer UI target enums, enforces proxy addition rules, and clamps API pool sizes to prevent Udon network rate limits.
- Raw UASM Code Validation: Bypasses standard component checks by intercepting the
UdonSharpEditorCache. Parses raw Udon Assembly (UASM) to detect PlayerData.Set calls trapped inside Update() loops�catching network rate-limit nukes before they silently corrupt or throttle cloud data.
- Native Video Pipeline Catchers: Dedicated heuristics for
VRCAVProVideoPlayer and VRCUnityVideoPlayer that detect and offer auto-fixes for �Unlimited (0)� resolution bandwidth nukes and low-latency configurations that destabilize mobile instances.
- World Profiler Dashboard: Aggregates texture, mesh, audio, and UI memory via
Profiler.GetRuntimeMemorySizeLong() and computes a threat score that heavily penalizes realtime shadow casters, physics, and dense Light Volume setups, surfacing an at-a-glance OPTIMAL / MODERATE / SEVERE compute threat level.
3. Avatar Optimization & Vertice Mesh Welder
A multi-threaded execution system designed to violently crush PC avatar polycounts while mathematically protecting high-fidelity facial topology.
- Vertice Mesh Welder: Annihilates heavy meshes using a proprietary 5D coordinate key (XYZ position plus UV coordinates). Vertices sharing atomic space but divergent UVs are never fused, preventing seam tearing and texture warping.
- Dual-Shielding Exclusion system: Scans submesh material slots for high-detail keywords (eyes, visor, face) and queries the Humanoid armature for head/neck bone weights to lock delicate facial topology out of the decimation grid.
- Deep Material Inspector Spider: Pierces through obfuscated components�including Animator controllers and VRCFury toggles�to hunt down hidden materials and textures, ensuring the downsampling pipeline captures 100% of the avatar�s VRAM footprint.
- Hardware-Level VRAM Profiling: Captures the base texture class directly from GPU registers via
Profiler.GetRuntimeMemorySizeLong(), unmasking procedural, unmanaged, and 64MB 4K RenderTexture assets that hide from standard project scanners.
4. The Quest Conversion Engine
A fully non-destructive pipeline for converting PC avatars to Android. It generates an isolated prefab sandbox so your base PC avatar is never irreversibly altered.
- Biometric system Purge (�Hunter-Killer�): Eradicates compilation blockages by aggressively stripping out PC-VR face tracking parameters. Specifically targets
adjerry91 templates and internal VRCFury branches like VF_UE_VRCFT and VRCFury - Face Tracking Prefabs, locking them out of the Android build pipeline.
- High-Fidelity Linear Downsampling: Intercepts Unity�s importer to route textures through a Magick.NET Lanczos pipeline in linear color space, followed by an
UnsharpMask pass to recover micro-contrast (fur, fabric) before ASTC compression.
- ASTC Pipeline Sync: Fixes sRGB/Linear mismatches by forcing correct format serialization before applying
ASTC_6x6 crunching, preventing corrupted normal maps and inverted color outputs.
- Interactive Topology system: Presents PhysBones, colliders, contacts, constraints, raycasts, particles, trails, lines, joints, and incompatible components in a UI Toolkit system. VRChat mobile limits are applied per target rank, with auto-culled categories (e.g. face tracking, joints) locked for safety but still visible for forensic review.
- Texture Processing system: Lists all detected textures with resolution metadata and per-texture toggles, allowing you to selectively opt out of Magick.NET processing for assets you want to preserve at full fidelity.
Tools that weaponize the Scene View itself as a precision editing surface and stress lab.
- Precision Click-to-Place Raycaster: A �sniper-rifle� camera raycaster that lets you visually paint or teleport objects onto complex polygons. Guided by a cyan/magenta UV projection disc, it uses a custom bitwise layer mask to ignore VRChat utility layers (Ignore Raycast, Water, UI, Player, PlayerLocal, UiMenu, Pickup) and snap exclusively to physical geometry.
- Live Surface Snapping: Uses low-overhead
Transform.hasChanged tracking to continuously drop selected objects flush to the floor by their geometric �feet.� Includes �Surgical Shielding� that temporarily disables child colliders to prevent self-occlusion during raycasts, then restores them cleanly afterward.
- Disjointed Pivot Alignment: Re-engineered
CalculateFeetOffset logic iterates through all child colliders and renderers to compute true lowest bounds, ensuring complex prefabs with offset pivots land perfectly on surfaces instead of floating or clipping.
- Autonomous Omni-Chaos Generator (QA): An environment constructor that quarantines execution into a dedicated
Stress Test.unity scene. It builds a minimal VRChat world (lighting, floor, VRCSceneDescriptor, spawn) and spawns heavily engineered �Nightmare Pods� to simulate catastrophic performance issues across physics, UI voids, VRAM nukes, network persistence sinks, and third-party ecosystems (ProTV, TXL, IwaSync3, VizVid, LTCGI, Rinvo)�letting you validate heuristic catch-rates in a controlled sandbox.
6. Vixen Hub & In-Engine Documentation
The central command console and documentation layer for the entire architecture.
- Vixen Hub Dashboard: A UI Toolkit-powered control center with tabs for Ecosystem Architecture, Core Modules, Network Routing, Support, and Release Changelogs. All major tools are launched from here with consistent styling and layout.
- Dynamic Changelog Viewer: Parses
CHANGELOG.md into version-indexed entries with a dropdown selector. The Hub�s update badge routes directly into this tab so you can see exactly what changed in each release.
- Core Modules Grid: Curated launchers for flagship tools like Quest Conversion Engine, Badge Studio, Animation Workbench Pro, PhysBone Topology Mapper, Pipeline Preset Manager, and World Pipeline tools (Live Surface Snapping, Precision Click-to-Place, Vixen World Engine), with live state indicators for scene utilities.
- AI Transparency & Development Ethics: Fully integrated documentation detailing our enterprise-scale AI deployment. This structural breakdown provides raw data on our 100% hand-reviewed code standards, agentic research integration, and workflow accelerations, guaranteeing total transparency across the VixenTools ecosystem.
- Network & Routing: Centralized, distraction-free routing restricted strictly to our active channels: GitHub (for source repositories, issue tracking, and version history) and YouTube (for technical breakdowns and pipeline tutorials). Dead domains and inactive social channels have been structurally purged from the ecosystem.
- In-Engine Documentation: Bypassing external websites entirely, the Hub features a dynamic Markdown-to-UIElements parser. Deep-dive architecture guides (like the Heuristics Engine and Shader Setup) are rendered directly inside the Unity Editor, keeping your workflow unbroken.
7. Native Shader Architecture
- Latex Ultra: A proprietary, high-fidelity dual-lobe PBR surface shader engineered for synthetic materials. It bypasses standard Unity lighting models to provide true tangent-space micro-shadowing, hardware tessellation, and dynamic thin-film interference (iridescence) to achieve a liquid-specular finish.
- VectorLabelDrawer & Hybrid UI Architecture: Features a custom
MaterialPropertyDrawer natively hooked into ShaderLab’s Vector arrays, eliminating standard 4-float structural UI clutter while preserving exact field alignments. Wrapped in a totally overhauled UITK & IMGUI hybrid inspector with secure EditorPrefs caching to survive Unity domain reloads without losing your tab state.
- Aggressive Baseline Optimization & Packing: Shader variables are deeply consolidated into highly optimized packed
Vector attributes (_PBRParams, _GeoEmisParams, _ClearcoatParams, etc.) to slash uniform overhead and memory bandwidth. Expensive rendering calculations and modulations (Parallax, Displacement, Iridescence, Rim lighting, and AudioLink) are strictly zeroed out by default to guarantee maximum out-of-the-box performance.
- Ecosystem Wiring: Natively wired into the AudioLink FFT ecosystem for bass-pulsed iridescence and treble-reactive emissives. Integrates directly with LTCGI and VRC Light Volumes for flawless area light reflection off high-gloss surfaces.
8. Special Thanks & Acknowledgements
This architecture requires immense R&D and community synergy. Massive thanks to the following creators for their crucial insights and forensic pipeline debugging for keeping the engine running:
- Lt_Shadow: Suggested the UI Toolkit font replacer infrastructure.
- TheCastle: Informed me about the underlying issues with LTCGI, driving our deadlock resolution.
- ValenVRC: Caught the Udon network heuristics being too vague, leading directly to the invention of our serialization ghost-component detector.
- KittehKun: Suggested the early naming and wording schemes being more streamlined.
- DJ Red_Panda: Suggested advanced LOD fixes and other critical miscellaneous pipeline items.
- RBN’s World Creators: Suggested specific mechanics for the VRAM estimation matrices.
- flickfluff: Caught the Avatar Validator failing to strip Quest face-tracking components, directly inspiring the “Hunter-Killer” Biometric system Purge.
- lukawawa: Tier 3 Support fuel.
- statichex: Continued foundational support.