Hey folks. I’ve been trying to figure out recently what sorts of things contribute to the actual upload size for avatars, specifically when it comes to android/ios.
While I have a bit of an obsession with optimizing my avatars (I spend way too many hours getting my android/ios versions below 20k polys and a ‘poor’ rather than ‘very poor’ rating), sometimes I just want to upload the unoptimized version (with the materials swapped out for mobile shader versions) for testing or because I haven’t gotten around to optimizing it yet.
However, with some avatars, I just keep bumping into that 10MB ceiling no matter what I do. I’ve tried things like reducing the import size of the textures to 1024 or even 512, removing non-albedo textures (ie normal, metallic, and emissive maps), removing all physbones and colliders, removing extraneous blendshapes/shapekeys and reexporting the FBX…
But even with all that, the upload size stubbornly remains above the limit. It’s frustrating when it’s just barely too big, 10.1 or 10.2MB, but utterly baffling when it’s way too big, like 14MB.
None of my avatars (even before optimizing for mobile) are over the 70k PC ‘very poor’ poly limit*. Even then, I’ve had PC versions in the 65k poly range upload as android/ios just fine once I swap the materials, while others in the 50k range hit that upload size ceiling.
What am I missing here? Too many bones? Too may GameObjects? Is it Goloco? Could VRCFury be doing something weird? Where the heck is that extra file size coming from?
*(that sound you heard upon reading this was the entire VRC furry community gasping in shock and disbelief lol)
I’ve had good results with this tool, it lists the contents of the avatar from latest to smallest
The most amusing waste of space I’ve seen was that the material files are not cleaned of unused parameters, had a build once report each material was over 300kb. If you make a new material and assign the parameters for a VRChat mobile shader, it’s like 5 to 8 kilobytes. Only saw this while helping a friend.
But more likely it’ll be something like extra textures being included that you’re not expecting.
Oh wow, I hadn’t even considered the material params thing, but I guess that makes sense given how things seem to work when switching shaders. I’ve got a bad habit of just duping poiyomi materials and changing them to vrc mobile; doesn’t even really save any time, definitely going to try to stop doing that just in general.
Awesome, thanks. I’ll give that a shot and see what it turns up.
I’ve got a hunch that it can hopefully confirm for me; I seem to recall at least some of the avatars I had this issue with having a lot of custom thumbnails in the gestures menu…it never occurred to me that those could be pushing the upload size over the limit. Hmmm.
Well, dang. Seems to be trying to find the editor log in the wrong location. Not entirely surprising since things don’t seem to work predictably when it comes to Unity (and Hub) under linux. Might try futzing with it and throwing around some symlinks to see if that’ll work.
any luck? should be called Editor.log, like %LOCALAPPDATA%\Unity\Editor\Editor.log on windows, so maybe you can catch the editor having an Editor.log file opened?