Sometimes you need to be able to build and test an avatar from a different machine than what’s running VRChat. This can be a bit tricky. I finally figured out how to make the process less-awful.
Here are some of my collected notes on things that I’ve found helpful when it comes to building avatars for VRChat.
The intention is that this will be a living document that I add to as I learn more. This document is also currently a complete mess and will probably be split up into separate things at some point.
A commonly-desired feature for a VRChat avatar is the ability to switch materials, so as to change color schemes and the like. This requires a nontrivial amount of setup, and with the standard approach it is difficult to maintain cross-platform compatibility. As a result, creators will usually only set it up on PC, leaving Quest users unable to see these customizations.
Here is my approach to setting up material switching in a way that’s easier to support on multiple platforms simultaneously. This particular method is what I developed for my critter avatar.
So you’ve adopted and/or become a critter and want to fulfill the obligation of being as many colors and patterns and materials as you can imagine. You have made an excellent choice! Here is how I do that stuff, myself. There might be better ways of doing it (there’s definitely a lot of things which feel like they could be automated, at the very least). If you find any improvements to this semi-annoying process, please let me know!
Please consult this document if you would like to set up a Unity project for uploading your own instance of the critter avatar.