Controlling scale via toggles/animations

I’m hoping someone else has figured this out, as it seems like it should be straightforward but I’m having a heck of a time finding any info on it.

I’d like to have a toggle on an avatar that can automatically set the scale of the avatar (as well as doing several other things at the same time). Everything else the toggle does is simple enough using VRCFury’s toggle component (swapping materials, tweaking blendshapes, etc), but the ‘Scale’ option doesn’t do anything (I assume it was meant for the days before we had the ability to easily scale from the menus).

I was hoping it might be as simple as having one of the scale-related avatar parameters set to the desired number (ScaleFactor specifically), but the documentation says those are all read-only.

And of course, yes, I know I could just activate my toggle and go manually change the avatar height, but I’m hoping to be able to bypass that part.

Has anyone managed this sort of thing?

Thanks~

Hi there,

So as it sits right now, all avatar scaling is done manually. While an animation can check whether or not the avatar’s scale’s been modified and by how much, VRChat currently does not permit animation-based scaling at least traditionally. VRCFury can only do asset scaling and not avatar scaling as the scale is now managed through VRChat, more specifically Udon since world creators can restrict the use of avatar scaling.

OSC, however, can access all the core VRChat functions as part of the team’s push to make VRChat more accessible through third party peripherals. If you learn which signals to send through OSC, you could theoretically have the scaling occur when a specific animation or blendshape fires.

Hope this helps.

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Hm, interesting. I’ve written a small program before that listens to OSC for a variable being set by a contact receiver on a prop being triggered, but couldn’t really figure out anything useful for it to do aside from maybe sending something to the chatbox (and there are already WAY too many things that do nothing but generate obnoxiously large permanent chatboxes, heh).

I hadn’t heard anything about there being changes made to what could or couldn’t be done using OSC, especially vis-a-vis making the scaling variables writable, but it sounds like I ought to try digging up documentation on that again at some point, since it’s been a few months.