Avatar
Godlynerd opened this issue · 12 comments
you have an avatar prefab there but there is nothing with the avi just the model you are missing some stuff
The package comes with a template avatar prefab (NUSaveState/Avatar/Template/SaveState-Avatar-Template.prefab
) which is used to automatically generate avatar packages you can import into an avatar project and upload to your own account. These avatars are used as data containers for the NUSaveState system.
If you're missing avatar related components on that prefab you should try importing the package again to add the missing components back. Make sure that you've also got the VRCSDK3A.dll
from the avatar SDK such that the components aren't unidentified.
the asset file in Udon\NUSaveState\Avatar\SOs is the one above
Seems like you might be having compilation errors. I would once again make sure to have the VRCSDK3A.dll
imported into the project before you import anything related to the NUSaveState system.
okay i got it to work but on the savestate avi are there any animator controllers or expression menu/parametes
but i dont know what you did in the animators
Based on your previous questions I'm assuming you probably just took the avatar template prefab and pulled it into an avatar project, but I can't say for certain. What you actually want to do is generated an avatar package from the ScriptableObject Avatar/SOs/Example.asset
, this will spit out a .unitypackage you can import into your avatar package instead, and it will have the appropriate animators and parameters set up for you.
i got the save system to work and load i just want to replace the avatar that load all the data that is called savestate-1 and replace it with my own i tried adding my own avi but it does save data
i want to recreate the flow control and base layer
If you generated that avatar from the Example.asset
ScriptableObject, then you'll probably have to change the Blueprint ID in that asset actually. After changing the Blueprint ID you should be able to upload the avatar to your account and if you're using the Example.asset
ScriptableObject in the NUSaveState, then it should update the avatar Blueprint ID there upon building the world too. You could also duplicate the example AvatarData ScriptableObject and change the blueprint on there, but then you'll have to swap out the one it's using in the NUSaveState in the scene.
ok thx i finally figured it out