hi everyone, below ive attached error codes im getting on unity. i have brought this avatar and when i try to upload it im getting this, there is no blueprint id connected either. is there a solution? im very new to Unity and uploading avatars in general, this was my first time buying an avatar. i’d love some help!
Based on the second image you should import the necessary dependencies of the avatar, most likely vrc fury or modular avatar.
I second SleepyVrc on the likely that you’re missing VRCFury or modular avatar for the avatar’s root missing scripts. Those missing scripts would definitely cause the build to fail 100%.
I recommend scrapping the project you have (or delete all the downloaded files or at least the scenes), either redownload or re-unzip the download to get a non edited unity project/scene (I recommend this as theres a chance you would have to reconfigure VRCFury or modular avatar if the scripts don’t re assign after the next step)
Then in VCC, add VRCFury to the project and modular avatar just in case (most likely VRCFury though). You can do this by looking up VRCFury and or modular avatar, and should be able to click a download button that adds the packages to VCC, then go to your project for the avatar, install the latest version of one or both.
Only then you should open the project, reimport the assets, which if you did a full reinstall, would add everything back, but if you just did the scene delete, would just add the scene.
You should hopefully have the missing script issue fixed without having to reconfigure either VRCFury or modular avatar. This is more of a complicated solution, but as you are new to avi work, I recommend this as it gets rid of some of the hassle you can face where either the scene, or the avatar prefab gets saved with the broken scripts, which makes it potentially more tedious to try to fix rather than just either partially, or fully starting over.
(Before following any of the following, remember to make a backup of the prefab or project as a whole as you may need to do “destructive” editing!)
As for your Console errors. Looks like something to do with the physbones, more specifically it looks like its happening from the gizmos being on in scene view. Try turning off Gizmos (see screenshot if new to unity), clear console, and click around on the Hierarchy to see if the errors stop. If they do. Possibly one or some of your armature bones have weird scaling (all bones should be (1, 1, 1) scale, so if some have high scales, or negative scales, could cause unity to freak out. To find which physbones are causing the problem, Go through all of the armature, (and any assets that have physbones, which is hard to find unless using gizmos on). All the bones that have physbones, disable the physbone components (not the bones themselves, only the physbone components).
Then clear the Console, Followed by turning on gizmos. Then slowly enable all the physbone components in batches, so something like 5 or so components at a time, every time you enable a batch, click around on the Hierarchy, selecting a couple objects, then click back on the bone you enabled the physbone components on, if the error does not show, those physbones/bones are ok and you can move on to the next batch. If error shows, repeat process of clearing console, disable all physbone components you enabled except for half, so if you go in batches of 5, keep 2 enabled, clear console and try again until you narrow down the problematic bones/physbones. Once all problematic bones/physbones are identified, hopefully there are some that are not a problem, this way you can reference the working ones against the problem ones, first check the actual bones’ scales, they should be (1, 1, 1) or as close to that as possible. The scales should also not be in the negatives either, so you dont want to see (-1, 1, 1) for example.
Once that is done, if errors still persist, check all problematic physbone components against any working ones. I have very little knowledge on what proper physbone components should look like, so referencing working ones would be the best for you.
failsafe you can use if all fails. 1: If all scales are good, and you dont mind having static non moving bones, just delete the problematic physbone components entirely. This usually affects bones that control: Hair movement, and some clothing movement if the component is on clothing. Which if you just want a working avi, can be the simplest fix. But you may get annoyed pretty quickly.
Disclaimer: I personally don’t have the most knowledge and some of what I said may be incorrect, So before trying anything I said, please make backups!
One last thing, my apologies for the book I’m writing in this post.
For the blueprint ID concern. A missing blueprint ID on an avi you just got is actually good. You only want to see a blueprint ID if you already uploaded the avi at least once. If you did not upload it yet, and you see a blueprint ID, that means the avi maker forgot to disconnect it before selling the avi. Which means you would want to disconnect it before uploading for the first time.
Once you upload the avi for the first time. The blueprint ID should auto assign for you, which connects it to the version uploaded to VRC. (This is why an already applied ID is problematic, as unity will try uploading and overwriting to an ID that you don’t own).
Quick tip: If an avi you buy (or create), has 2 separate scenes or prefabs for Windows and Quest. you will need to upload PC side first, go to VRChat SDK window (where you go to upload the avi), go to Content Manager, this should auto fetch the avis you uploaded. Find the one you just uploaded, click “Copy ID”, then in the quest prefab/scene, paste the ID in the blueprint ID field, then click attach. This connects the PC version to the Quest version, then build and publish.
That should be all the concerns laid out in the post, I wish you luck and remember to not give up! All of this gets easier with practice!


