I am mostly posting about WIP stuff, Unity and world recommendations.
@ninjasteve.bsky.social
It’s built from scratch, feels very alive, and features NPCs you can talk to.
Great world for taking pictures, events, hanging out or role playing!
🔗Link below 👇
#VRChat
@ninjasteve.bsky.social
It’s built from scratch, feels very alive, and features NPCs you can talk to.
Great world for taking pictures, events, hanging out or role playing!
🔗Link below 👇
#VRChat
The panel is customizable, graphs can be added or removed depending on your needs.
#VRChat
The panel is customizable, graphs can be added or removed depending on your needs.
#VRChat
I got a bunch of pictures so far, but there are still some slots left 👍
As an example, the output should look like this, cross your eyes to see the avatar in 3D
I got a bunch of pictures so far, but there are still some slots left 👍
As an example, the output should look like this, cross your eyes to see the avatar in 3D
In my NUCLEUS II world, I'm building a corridor where each frame displays a 3D portrait of different players.
If you would like to be included, you can visit the world I'll post in the replies!
#VRChat
In my NUCLEUS II world, I'm building a corridor where each frame displays a 3D portrait of different players.
If you would like to be included, you can visit the world I'll post in the replies!
#VRChat
I'll share a few more pics
#VRChat
I'll share a few more pics
#VRChat
#VRChat
#VRChat
I also really liked the city, the movie itself aged really well.
I used the image below as a reference, and tried to get a similar aesthetic. I played around with the PP settings, fog and lights until I got a result I liked.
I also really liked the city, the movie itself aged really well.
I used the image below as a reference, and tried to get a similar aesthetic. I played around with the PP settings, fog and lights until I got a result I liked.
Create a "Tile discard" shader that uses an instanced property "tileToKeep" property, and set it via MaterialPropertyBlock.
Here, every mesh is GPU instanced, and renders in a single draw call.
Create a "Tile discard" shader that uses an instanced property "tileToKeep" property, and set it via MaterialPropertyBlock.
Here, every mesh is GPU instanced, and renders in a single draw call.
Second image has a few benchmarks
Second image has a few benchmarks
UV Tile Discard is a really interesting feature supported by Poiyomi, LilToon, etc. It lets you toggle parts of a mesh on and off without needing to use blend shapes or multiple Skinned Mesh Renderers (SMRs), great for performance ranking!
#VRChat
UV Tile Discard is a really interesting feature supported by Poiyomi, LilToon, etc. It lets you toggle parts of a mesh on and off without needing to use blend shapes or multiple Skinned Mesh Renderers (SMRs), great for performance ranking!
#VRChat
The place is big, it took me about 40 minutes to reach the end (and I probably missed a few spots)
Poolroom Wonderland: vrchat.com/home/world/w...
#VRChat
The place is big, it took me about 40 minutes to reach the end (and I probably missed a few spots)
Poolroom Wonderland: vrchat.com/home/world/w...
#VRChat
The setup is basically a video player that gets rendered through the VRChat camera only
The setup is basically a video player that gets rendered through the VRChat camera only
The second part shows that the audio source is attached to the lens, not the actual camera screen.
The second part shows that the audio source is attached to the lens, not the actual camera screen.
#VRChat
#VRChat
To test that new component, I made a door that works without any Udon code, and it was relatively easy to setup. Functionalities are very similar to avatar PhysBones, bones can be pushed and grabbed #VRChat
To test that new component, I made a door that works without any Udon code, and it was relatively easy to setup. Functionalities are very similar to avatar PhysBones, bones can be pushed and grabbed #VRChat
The 300 character limit is pretty annoying, so I had to shorten some explanations...
The 300 character limit is pretty annoying, so I had to shorten some explanations...
- "X-ray" shaders can hide high-render-queue mats. Would suck to get reported just because someone in the instance used that shader....
- Also not everyone shows your avatar=>anims won't init your avatar properly.
- "X-ray" shaders can hide high-render-queue mats. Would suck to get reported just because someone in the instance used that shader....
- Also not everyone shows your avatar=>anims won't init your avatar properly.