Phys bones not applying to quest

hello, i have been having this issue for over a month now. everything works no problem with pc, but the moment i do quest side, all my phys bone restrictions goes to 0. it won’t tell me there is an issue, just that it’ll take them all off and now quest is as stiff as all my towels. so can someone please help?

Recheck Your Avatar’s Upload Settings

When uploading to VRChat, make sure that you’re selecting the correct platform (Quest/PC) for each upload. Occasionally, settings configured for PC may not be properly recognized or compatible with Quest. Re-upload your avatar after ensuring that both PC and Quest settings are appropriately adjusted.

1. Enable/Disable Physbones for Quest in VRChat

When you load your avatar on the Quest side, sometimes VRChat defaults to disabling certain features if it detects performance issues. You may need to manually enable Physbones in the VRChat settings for Quest avatars under the “Avatar Performance” settings or by modifying the avatar file. Check if you need to enable or adjust the Physbones feature after the avatar is uploaded.

2. Ensure You’re Using the Latest Version of VRChat and Unity

Check that both your Unity version (along with the SDK) and VRChat are up to date. Sometimes, bugs related to Physbones and compatibility arise from using outdated versions of Unity or the SDK.

3. Test with a Simple Avatar

To rule out avatar-specific issues, test with a simple avatar that has basic Physbones enabled. If this works without issue, then the problem might lie in your avatar’s specific setup. If not, it may be a broader issue with your VRChat or Quest configuration.

Please let me know if I need to provide more details or if you require any further assistance. I’m doing my best with the resources I have right now and am still learning how to assist others within the VRChat platform. Thank you for your patience!

The problem is this only started happening after one of the most recent sdk updates.

Your screen shot in the initial post is stating that because of the physbone components being eight, you’ll get a poor performance rating on the avatar. Not sure why it’s recommending zero, I guess I could see what my SDK says.

The video ram being at 150mb seems sky high.

They sort that list, actual errors at top with a red octagon and such, then the stats sure by performance rank. So the two at the top are very poor, and the following are poor, which is a better rank

Excellent, good, medium, poor, very poor

Mhm, Yup!

The issue is the ask isn’t recognizing any bones. Meaning when I upload to quest side everything is stiff. Before the update I could have 8 easily. Now instead of just not uploading if I have more, they moved it to quality inspection and turn them off. This is a huge issue for me since I have been making Avis now for 8 months. But I know for a fact the quality of the download, being very poor, has nothing to do of why it’s doing this.

I see I see.

are you sure its actually uploading? Quest avatars can’t have an uncompressed size greater than 40 megabytes. Your initial screenshot shows Texture Memory Usage: 150.4057 MB

I could see the VRChat service just ignoring an upload that exceeds 40mb

Yes. It wouldn’t allow the upload if I wasn’t.

Also you do know unity compresses and zips it right? That 40.0 is after compression and zipping. Not before. It’s why there are a lot of Avis that are quest but show 100+mb.

Like I’ve stated, I’ve been uploading Avis for the past 8 months. Doing it in a consistent manner and making pc only Avis quest compatible. The problem is only the sdk registering the physbones which btw has never been in the “quality” sections before until this past update. It has ever only showed up as an upload restriction before hand.

So like I’ve stated before: it’s not that I can’t upload the avi, it’s the fact that on quest side now for the past month or so, being after the update to sdk, all quest side Avis, good and bad, upload with 0 physbones even though thy are within the requirements.

:thinking:, uh huh.

I gave it a go, SDK 3.7.5, 8 physbones. and they work in game.

Found a bug report for what I was thinking.