Contains a bunch of quick-to-use APIs for plugins and applications to add, modify a VRChat avatar. This is created because one or more tools of mine share the same code.
Documentation is available at https://poi-vrc.github.io/AvatarLib
AvatarLib uses the Unity Package Manager (UPM) for version control. You can install the library by:
-
Start the Package Manager from
Window -> Package Manager
-
Press the
+
icon andAdd package from git URL...
-
Enter the URL:
https://github.com/poi-vrc/AvatarLib.git?path=Packages/com.chocopoi.vrc.avatarlib
- This URL tracks the latest
master
branch version - To change to a specific version, you can append
#1.x.x
at the end- e.g.
https://github.com/poi-vrc/AvatarLib.git?path=Packages/com.chocopoi.vrc.avatarlib#1.0.0
- e.g.
- For details, check https://docs.unity3d.com/Manual/upm-git.html
-
Start the Package Manager from
Window -> Package Manager
-
Next to the
+
icon, change toIn Project
-
Find
AvatarLib
and press theUpdate to x.x.x
button if available.
It is created to simply allow me to re-use some codes in multiple tools. But it is a really good library with handy library functions:
- Easier
VRCExpressionsMenu
generation
With plain VRCSDK code, you will need to:
...
VRCExpressionsMenu menu = new VRCExpressionsMenu();
menu.controls.Add(new VRCExpressionsMenu.Control()
{
name = "MyButton",
type = VRCExpressionsMenu.Control.ControlType.Button,
parameter = "this_is_a_parameter_1",
value = 1.0f
});
menu.controls.Add(new VRCExpressionsMenu.Control()
{
name = "MyToggle",
type = VRCExpressionsMenu.Control.ControlType.Toggle,
parameter = "this_is_a_parameter_2",
value = 1.0f
});
VRCExpressionsMenu subMenuHere = new VRCExpressionsMenu();
menu.controls.Add(new VRCExpressionsMenu.Control()
{
name = "MyAnotherSubMenu",
type = VRCExpressionsMenu.Control.ControlType.SubMenu,
subMenu = subMenuHere
});
AssetDatabase.CreateAsset(menu, "Assets/Menu1.asset");
AssetDatabase.CreateAsset(subMenuHere, "Assets/Menu2.asset");
...
...which is very long. But you can do this easier with AvatarLib:
// you can create a ExpressionMenuBuilder or directly create a sub-menu the avatar root menu
VRCExpressionsMenu myMenu = new ExpressionMenuBuilder()
.AddButton("MyButton", "this_is_a_parameter_1", 1.0f)
.CreateAsset("Assets/Menu1.asset")
.GetMenu();
// or..
ExpressionMenuUtils.CreateSubMenu(avatar.rootMenu, "MySubMenu")
.AddButton("MyButton", "this_is_a_parameter_1", 1.0f)
.AddToggle("MyToggle", "this_is_a_parameter_2", 1.0f)
.BeginNewSubMenu("MyAnotherSubMenu")
.AddButton("SubMenuButtonHere", "this_is_a_parameter_3", 1.0f)
.CreateAsset("Assets/Menu2.asset")
.EndNewSubMenu()
.CreateAsset("Assets/Menu1.asset");
- Clean up your existing expression menus and animator stuff easier using Regex
// removes controls with name starting with "MyMenu "
ExpressionMenuUtils.RemoveExpressionMenuControls(menu, "^MyMenu ");
// removes parameters with name starting with "MyParameter_"
ExpressionMenuUtils.RemoveExpressionParameters(parameters, "^MyParameter_");
// removes layers with name starting with "MyLayer_"
AnimationUtils.RemoveAnimatorLayers(controller, "^MyLayer_");
// removes parameters with name starting with "MyParameter_"
AnimationUtils.RemoveAnimatorParameters(controller, "^MyParameter_");
- Quick create animator layers with one-line of code
// Creates a AnyState--{condition}-->State layer!
//
// [Entry] --------------------|
// v
// [AnyState] --{if 0}-> [ myDefaultMotion ]
// |
// -------{if 1}-> [ motion1 ]
// |
// -------{if 2}-> [ motion2 ]
// |
// -------{if 3}-> [ motion3 ]
Dictionary<int, Motion> pairs = new Dictionary<int, Motion>();
pairs.Add(0, myDefaultMotion);
pairs.Add(1, motion1);
pairs.Add(2, motion2);
pairs.Add(3, motion3);
AnimationUtils.GenerateAnyStateLayer(controller, "MyLayer", "MyParameter_Integer", pairs, true);
- Create World Constraint with code
Transform root = avatar.transform;
WorldConstraint wc = WorldConstraintUtils.CreateWorldConstraint(myGameObjectToBeInWorldSpace, root);
// animation clips generation
AnimationClip lockClip = WorldConstraintUtils.GenerateLockAnimation(wc);
AnimationClip unlockClip = WorldConstraintUtils.GenerateUnlockAnimation(wc);
AnimationClip showClip = WorldConstraintUtils.GenerateShowAnimation(wc);
AnimationClip hideClip = WorldConstraintUtils.GenerateHideAnimation(wc);
Please use dotnet-format
to format your code before committing. The master
branch is the branch holding the latest stable version. Only submit code to develop
branch. And it will be merged to master
soon if it is time.
To install dotnet-format
, you can use: dotnet tool install -g dotnet-format
To format code, do dotnet-format ".\" --folder
in the repository root.
This project is licensed under the MIT License. tl;dr