I am making an asset, and it is working well in the original project were I made it, and it is using vrcfury. But I have a problem when importing it into other avatar projects. When I am exporting the asset using unity3d export feature and then importing it into a fresh avatar project, like the kobodal or the yaf then the contacts have no impact on the avatars parameters, as showing in the image. Moving a contact sender near the contact receiver should change a float parameter according to proximity. I have triple checked that all the names are correct for tags and parameters, but it refuses to work. I rebuilt parts of the asset in the project and it did nothing.
In this case the parameter"VF95_LeftFanOpenClose" changes on the contact, but does not change on the Animator, despite having the same name.
I don’t understand why the contact parameters have no impact on the avatar controller
The asset worked on my boyfriends winterpaw cat avatar, which just makes it more confusing.
I would so truly truly dearly appreciate understanding how to get around this problem. I so want to make assets, but making them without using contacts would make them so much less cool.
I figured out the problem. I used an old vrcfury version for making the asset, and versions of vrcfury beginning with vrcfury version 1.1099.0 makes me have the problem I described.
Now to uh figure out how to make the newer version work, and probably file some sort of bug rapport to vrcfury. Unless the issue was just me using old vrcfury components.
So with vrcfury a variable named like VF95_LeftFanOpenClose sounds like after it’s been processed. I think the 95 comes from a network ID that VRChat SDK assigns?
Usually in your prefab you have references like LeftFanOpenClose, maybe with a “vrcfury full controller” that gets merged or a toggle
You can tell vrcfury to not add prefix code to variables
Checking variables while in play mode might help, just keep in mind in play mode your avatars fx layer will be a merged one, processed by vrcfury so you gotta go to the avatar descriptor and get the autogenerated fx layer (animator) to peek at
Sorry for not closing the thread. Thank you for the help
The “VF95_” comes from a generated prefix vrcfury adds to stop names from different assets from interfering. Its working as inteded, as my asset is added through vrcfury.
“vrcfury full controller” does indeed change the name of “LeftFanOpenClose” to “VF95_LeftFanOpenClose”, and that is in my case good.
I think I did that or maybe not. Thank you for the tip. there is so much to learn, I will look for that, thanks! In case I haven’t have been doing that already.
So I did get a solution, and that was to add the GestureManager. Apparantly its needed to get a accurate representation of how stuff will work ingame, and I didn’t know that xp wow 4 days lost, but I learned stuff, so yea thats life xp
I quite Senky from the vrcfury discord: “gesture manager is the only way to get a proper animator mixer on the avatar in the editor. If you’re just running the fx controller, a lot of things don’t work like they do in game.”
So yea, I added the gesture manager and use that for testing in the editor. And now it all works fine on the newest vrcfury version when I run it in the editor. So yey :3