Hey there, first off I know this is a topic that effects very very few people in the grand scheme of things. But, after finally getting SteamVR working well on Linux I’m now trying yet again to move all my content creation workflow to Linux.
So, I created a blank Unity 2022 worlds proroject using VPM command line tool, I imported the worlds sdk, and base sdk. Created an empty world and tried to build it. I am getting errors on build which seem identical to the last time I tried this two years ago.
With VPM supporting linux I kinda just expected that publishing on Linux had also been fixed. Is this still a known issue? It seems to be the same issue with case sensitivity on the built world filename that I ran into ages ago. Back then I remember a few VRChat devs helped me through a workaround with case-folding on a special mountpoint just for VRChat. If this is still necessary I’d be great to see this documented somewhere.
Also, I’m curious if the devs are aware of the “ALCOM” project, which is a community-led VCC style frontend for VPM for linux. It seems like we’re so close to having a 1:1 experience across linux and windows.
I haven’t tried uploading or updating a world on Linux yet. I likely will be soon though. I have successfully uploaded Avatars on Linux so I wouldn’t expect any issues for Worlds. I did run into errors initially though but they were all cleared once I disabled “Auto Graphics API for Windows”. This was in “File > Build Settings > Player Settings > Other Settings” if you want to try it yourself. I’ve also noticed I don’t seem to be able to test Audiolink in Unity and have to test in game.
Hey, thanks for the Linux mention as well the note about ALCOM as an (opensource) alternative to VCC.
With VRChat supporting varied platforms (e.g., Android, iOS, PCVR, etc.) it behooves devs and management to make VCC and SDKs as platform agnostic as possible…
For whatever reason, Microsoft Edge WebView2 and any apps that use it crashes my machine; So I can’t use VCC without the “white-screen workaround” of loading it then opening a local IP and port in my browser. That sort of works, though I’d just assume use Unity “the old way” instead of worrying if WebView2 is going to try and reinstall itself.
It would be nice if another webview component was used, even better if it was open-platform, and worked on Mac and Linux. I don’t know how many people this affects, but I realize a lot of asset makers are switching to “VCC only” VPM packages, which causes me some concern there…
As for me, my rig is primarily Linux though I dual-boot to run “Windows only” apps that aren’t available for other OS/GUI (e.g., FL Studio), this used to include VR stuff, but now it’s not as difficult to get VR working on Linux, c’est la vie. Though I currently swap between Windows and Linux for PCVR and VRChat, I look forward to the days I can do it 100% from Linux, and am working toward that goal.
On the dev side, I’m hoping it’s OK to use ALCOM/vrc-get (whether on Windows, Linux, Mac) to edit and publish my VRChat content. Sounds like a viable workaround for my present dilemma.
I don’t believe there is anything blocking you from using alternatives. You are free to do whatever you want. B’the main issue is always compatibility, but if you have feedback to give especially regarding ALCOM, you can open issues on their github project the same way you would for vcc.