i play vrchat on quest, and im uploading an avatar, but inside the validations, it does not give me the usual warning icon and message about the avatar having too many phys bone components. im able to upload the avatar, even with more than 8 components, but in game none of them move. this also happens if i have 8 or less, but theres too many phys bone transformations. this also isnt a project issue i believe, since this is the 2nd project ive made, and its been happening for 3 avatars now. its been 2 days since this has been an issue, and it hasnt happened before either
The SDK should tell you how many physbone components it sees, regardless of count. If they’re not showing up in that count there is an error with how they’re attached to an avatar. Like maybe you have more than one avatar in a scene and you’re saying to wrong one.
Or they’re attached to object flagged editor only
Maybe you’ve got a bone but the bone transformer references the wrong avatars bones? If I clone an avatar and the physbone references the original, that’s going to need fixing I think
If you’ve managed something else let us (the community) know.
“Or they’re attached to object flagged editor only”
thanks for saying this, fixing this made the physbone components reappear, though its now below the avatar performance instead of at the top, which is fine with me, thank you
Hi! Excuse me but how did you fix this? I’m having the same issue but I’m not as experienced with unity, I’ve been trying to find a solution for hours, per chance can you spare me a [dumbed down] step by step tutorial to fix this? It’s driving me crazy