- Unity Package support
2.9.10:
- Fixed legacy menu being completely broken.
- Fixed ParameterDriver Copy when setting float parameters.
- Made ParameterDriver Copy set boolean to true if negative, to match docs.
- Allow dragging Expression Value in the Floats section of the inspector.
- In the Floats section, "Value" will show the animated Animator parameter (if driven by curve) which may be different from the expression value which is used for sync and parameter driver Copy.
2.9.9:
- Requires SDK VRCSDK3-AVATAR-2022.06.03 or newer Please update the SDK if it is before June 2022.
- Added support for the new Copy parameters feature.
- Bifurcate exported and internal float values to avoid pollution from AAPs. This should match game better, as you cannot sync an AAP value over the network.
You will not see
exportedValue
andvalue
sliders for floats. Value will represent what the Animator sees, while Exported represents the value which is synced (and used for parameter Copy). - Please let me know if there are bugs related to the bifurcated float parameters.
- Make buttons compact by default to avoid issue with huge buttons.
- Remove use of Reflection, as we are breaking compatibility with older VRCSDK versions.
2.9.8:
- Upgrade GestureManager to version 3.4 in the .unitypackage build. Some constructor arguments changed, so be sure to upgrade both.
- Allow all parameter types for contacts, Strech, IsGrabbed and Angle. (Thanks, bd_)
- Fix for non-local clones and reduced logspam (Thanks, bd_)
- Fix animated animator parameters (AAP) support for Debug Duplicate Animator.
- Ensure animator window is refreshed when switching Debug Duplicate Animator.
- Fix possible bug when using Default Animator to Debug in emulator control.
Using reflection, the emulator continues to be compatible with older pre-physbone SDK versions. This may be the last version of Av3Emulator supporting older SDKs.
Avatar Dynamics integration (read NOTE)
Latest VRCSDK provides Avatar Dynamics support built-in.
NOTE: To test Avatar Dynamics, you must have a Camera in your scene tagged as "Main Camera" (top of the inspector next to the layer dropdown).
To test, you must be in Game View. Make use of GameObject menu -> Align With View (Ctrl+Shift+F) for easily copying the Scene View to your camera transform.
This update hooks into the driven parameters on both PhysBone
and ContactReceiver
. Enabled by default. Can be disabled by ticking a box on the Emulator Control before entering play mode. Recommended to set Radius greater than 0.
For non-open beta, now supports hot reloading scripts without restarting play mode. This can be useful for rapid testing.
OSC Now works in the emulator (opt-in): Supports sending and receiving OSC messages for your avatar. Off by default. Simply tick "Enable Avatar OSC" to turn it on.
Supports generating, loading and saving JSON config files for OSC for use in VRChat.
Compatible with VRCFaceTracking. Avatar switch messages are now implemented! Messages are sent without bundles for compatibility.
Other features:
- Checks for PipelineSaver component: No longer should block upload.
- GestureManager menu is now off by default, and easy to switch on and off as needed.
- No longer crashes when some animators are set to null or VRCSDK is installed in the wrong place.
- Try to reduce inspector bouncing while navigating menu.
- Added new Jump box to simulate a jump (grounded, up velocity, down velocity). Also supported from OSC.
- Improved a bunch of bugs with Mirror and Shadow clones thanks to 3. They can be disabled by clicking the boxes in the main Emulator Control.
- Merged in contribution by 3 to support head scaling.
- Support for IK Sync to local clones.
- Many more bugfixes.
2.9.7: Fix VRCPhysBone and ContactReceiver components disabled by default.
2.9.6: Mostly a stability update to fix common issues with running the emulator.
Grabbing and posing should work more reliably now. Make sure not to leave your bone Radius at 0.
- Made AvatarDynamics parameters more strict to match VRC implementation, so float params must be float; bool params must be bool, and so on.
- Fixed issues with grabbing and posing bones.
- Fixed more build errors.
- Fixed grabbing bones not working when the OSC folder was missing.
- Added some try/catch for exceptions related to the OSC folder in LocalLow.
2.9.5: Fixed Build and Publish AGAIN.
Release note: Lyuma's Av3 Emulator now comes in two versions: lite/classic version with a basic menu; and the other which includes VRC-Gesture-Manager and the radial menu.
-
New! Integration with the Avatar 3.0 Menu when VRC Gesture Manager by BlackStartx is installed.
-
Support for MirrorReflection duplicate with only FX playable (can choose which version to show/hide).
-
Attempt to emulate the uninitialized state for remote players.
-
Add a "update interval" to simulate network delay when sending parameters.
-
FIXED: Default layer weights were being ignored. Unity defaults layers to weight 0, and this should make such mistakes easier to catch.
-
FIXED: Add ParameterDriver was failing half the time.
-
FIXED: AngularY float range to match smooth turn in VR (by NotAKidOnSteam)
-
FIXED: GestureWeight is always 0 for neutral; always 1 for most gestures, and only varies from 0 to 1 for Fist.
-
FIXED: Local player bounds forced to update when offscreen; and animator culling turned off.
Known issues: Edit Mode in radial menu does not work
As always, watch out for mistakes with Write Defaults. Also, while animating your own avatar might work for you, it may break the avatar for remote players in game: this cannot be perfectly replicated in editor.
- Fix max value for random int, for example used in ragdoll system (Thanks, ksivl)
- Fix crash when emulator is enabled and exiting play mode (Thanks, ksivl)
- Made a further attempt to mitigate interfering with the upload process if a PipelineSaver component is present.
- Fix off-by-one errors with layer and playable weight changes
- Fix bugs with layer control behaviours
- Fixed saved parameters. They were broken in the last update.
- Added AvatarVersion variable, set to 3 in debug inspector.
- Allow testing IKPose and TPose calibration.
- Force exact path for default controllers from VRCSDK to avoid finding edited duplicates.
- Reduce logspam from parameter drivers.
- Supports new features in VRChat 2021.1.1
- Expression menu support for Bool and Float toggles and submenus, in addition to existing support for Int.
- Removed support for Parameter Drivers from sub-animators, to match ingame. Use a checkbox on the "Avatar 3.0 Emulator" control object to re-enable the legacy behavior for nostalgia sake, I dunno.
- To test saving, there is a checkbox (on by default) which keeps saved parameters when the avatar is reset.
- Supports synced bools and triggers same as ingame. The rules for "Add" and "Set" operations are different for bools and triggers in expression parameters and those not. See below for the rules.
- Fixed issues with 8-bit float quantization. Should now match serialization in-game. Quantization of floats is now off by default except if you check the "Locally 8-bit quantized floats" box or make a non-local clone.
- What is quantization? Basically, 0.5 locally is not 0.5 for other users. You should not assume floats are sent precisely over the network. A float is serialized into a value between -127 and 127, and deserialized back to -1.0 to 1.0 range. Only -1.0, 0.0 and 1.0 are sent precisely over the network.
Not implemented: saving and loading saved expression parameters. Parameters are lost every time you enter play mode.
- Animator To Debug dropdown has been fixed. View your animator in action in the Unity Animator window, and update parameters in real time.
- The Lyuma Av3 Menu component allows using your avatar's expression menu actions directly from the editor. Click + to open two radial menus at once to test combining puppets. (Thanks to @hai-vr for the contribution!)
- Support for testing Visemes.
- Support for the Is VR checkbox, tracking type and more. (Thanks to @hai-vr for the contribution!)
- Basic support for Generic avatars.
- After using Tools -> Enable Avatars 3.0 Emulator, set default VR tracking type and other settings by selecting the Avatars 3.0 Emulator Control object before entering Play Mode.
What is Avatars 3.0? Read the VRChat documentation here: https://docs.vrchat.com/v2020.3.2/docs/what-is-avatars-30
This is an emulator for Avatars 3.0 reimplemented in the unity editor on top the the unity PlayableGraph API, using the AnimationControllerPlayable and AnimationLayerMixerPlayable APIs.
(Open the above full explanation image)
- Should emulate most features of Avatar3.
- Test non-local syncing by duplicating or clicking the "Create Non Local Clone" checkbox.
- Supports live viewing and editing within unity's Animator window! Use the "Animator To Debug" dropdown to select which layer is visualized in the Animator window.
- Shows Tracking/Animation in the inspector.
- Gesture left/right weight to test analog Fist gesture strength.
- Custom Expression Menus
- Supports viewing and editing float and int paramters, view the Expression Menu, via Parameters tab of the Animator window, via the blend tree input, via Parameter Driver, or manually, by alt-clicking the ▶Floats and ▶Ints headers at the bottom of the Lyuma Av3 Runtime script.
- Visemes for both parameters and testing builtin blend shapes (note: visemes always set to 0% or 100%, not in between.)
- Custom inspector
- visualization of IK Tracking state when a limb is not in Animation mode.
- Eye Tracking / Blinking support is not implemented.
- Set View position not fully implemented.
Go to the Tools menu, and select Avatar 3.0 Emulator. This will add an object to your scene: you can always remove it if you don't want it to run. Use this object to set default VR mode, tracking type or Animator to Debug settings. Let me know if other settings would be useful here.
To emulate walking and movement, click the avatar and scroll down the inspector to the bottom section with Lyuma Av3 Runtime component. Here you can change stuff.
It also supports live interacting with the animator controller. To use this, first click your avatar (even if it was already selected), and then open up Windows -> Animation -> Animator ; and pick the controller using "Animator To Debug" dropdown. You can also change parameters from inside the controller, for example moving the red dot in the 2D Blend Tree for Standing. Crouch/Prone by changing the Upright slider; or test Sitting or AFK.
If you wish to emulate walking, you can also do this by selecting Base layer, opening up the Locmotion controller with your avatar selected, and going to the Standing blendtree and dragging around the red dot.
The avatar should behave correctly when "Animator to Debug" is set to Base. When you pick another layer, for example FX, the output of the animator may differ slightly. For example, Direct BlendTrees with non-zero initial outputs may produce different results. Also, the whole playable weight may be forced to 1 on the debugged animator.
Another useful tool is the "PlayableGraph Visualizer" which can be found in the unity Package Manager (Advanced -> Show preview packages). It is hard to use, but does a good job of visualizing clip, layer, and playable weights.
Use the expression menu under the Lyuma Av3 Menu header, or the Parameters tab of the Animator window, after selecting your layer as Animator To Debug in the inspector.
For manual control, you can also alt-click the Floats and Ints sections at the bottom of the Lyuma Av3 Runtime script to expand them all, and change the values from there.
For Bool and Trigger values not set in expression parameters, the rules are straightforward:
- Unsynced Bool Set: sets to true if Value is checked
- Unsynced Bool Random: sets to true if RAND() < Chance, false otherwise
- Unsynced Bool Add: sets to true if Value != 0.0 in debug inspector
- Unsynced trigger Set: sets unconditionally
- Unsynced trigger Random: sets if RAND() < Chance
- Unsynced trigger Add: sets unconditionally
(Note that "Add" shows up as a blank dropdown. Unlike the inspector, Add uses the Value instead of the Chance field. You need to check the debug inspector. Also, there is no point in using "Add" in this case, so just fix it if you see a blank dropdown.)
HOWEVER, For Bool values set in expression paramters, there is a notable difference in the case of the "Add" (blank) operation:
- Synced Bool Set: sets to true if Value is checked
- Synced Bool Random: sets to true if RAND() < Chance, false otherwise
- Synced Bool Add: sets to true if (Value + (currentValue?1.0:0.0)) != 0.0; sets to false otherwise
Using Add (blank dropdown) with a Value of -1.0 (in the debug inspector or using "Set" first), it is possible to make a toggle operation, but only for Bool values in your expression parameters.
Finally, Triggers set in expression parameters act completely unintuitively. AVOID USING PARAMETER DRIVERS ON TRIGGER PARAMETERS SET IN EXPRESSION PARAMETERS!!! Still, if you are interested, here are the rules for synced Trigger parameters:
- Synced trigger Set: Uses the Value in the Debug inspector. sets to true if Value != 0.0; sets to false if Value == 0.0; does not set trigger if set to 0.0 by next frame.
- Synced trigger Random: sets if RAND() < Chance, false otherwise
- Synced trigger Add: sets to true if (Value + (currentValue?1.0:0.0)) != 0.0; sets to false otherwise; does not set trigger if set to 0.0 by next frame.
Synced Trigger parameters remember if they were set to true, and will only set again if explicitly set to false and then true again.
The proxy_
animations included in the SDK are incomplete. Unless you override them, do not expect your avatar to have a full walking cycle, and it is normal for backflip (VRCEmote=6) to stop halfway.
If you're having unexplained issues, they might happen in game too. The most common cause is due to Write Defaults being turned on in one or more states, in any layer, in any controller. You must have Write Defaults OFF everywhere to ensure proper operation 100% of the time. Please see the guide below.
(View full lock inspector explanation) (View full write defaults off checklist)