TL;DR: A plan I have to make an accessory for an avatar would be best accomplished using geometric primitives (cubes, spheres, cylinders, etc), possibly using the ones in unity, and using vertex colors for their colors. Would it be possible to use unity’s geometric primitives and vertex colors for an accessory or as part of an avatar?
So I’m new to VRChat and I decided to dive head first (straight into the fire) into things by beginning to work on retexturing a free avatar base and creating accessories. Now, I don’t really know too much about 3D modeling, and I can’t 3D model anything organic. However, I can make things out of geometric primitives such as cubes, spheres, cylinders, etc. Now, to keep things “simple” for the time being, one of the defining characteristics of the character I’m making an avatar of is not included in the base I’m using, and to try and avoid figuring out how to import modified 3D models, I plan for this initial version to use an accessory for this characteristic. The feature I want to make is a set of 64 LEDs that blink on and off (not in unison, and preferably psudo-randomly), and I believe I can make each LED using a sphere and a cylinder, and then use vertex colors for each LED. I would possibly even be able to change the vertex colors to accomplish the LEDs appearing to turn on and off (the light emissions would be a different story, but I’ll burn that bridge when I get to it). In theory, if I can use the in-engine shapes to make these, then I can forgo using an accessory and create and add the shapes to the avatar itself without modifying the original 3D model. So, my potentially dumb question is this: Does VRChat support using the geometric primitives provided by unity and using vertex colors as a part of avatars or accessories for avatars?