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Note

This section assumes you've already made the Unity project, imported the πŸ“¦ Prerequisite Packages and opened the scene. If you're new to using Unity for uploading avatars, follow the πŸŸ₯ Unity And VCC Setup

Replacing the FBX

Simply browse to your Gouganoid’s project folder in your file explorer (not inside Unity) and OVERWRITE the existing Gouganoid FBX with the one you exported from Blender. All the useless bones will be discarded. This should leave you with an avatar that only has the needed Physbones and regular bones. I set it up in a way that makes it so that you are able to overwrite the FBX more than once.

Warning

you cannot replace the FBX directly inside the Unity application, as it will instead create a duplicate version with _1 at the end, which is why we need to do it outside of the application.

In Unity, browse to Assets>TDR_Gouganoid>FBX, right click β€œGouganoid” and click β€œShow in Explorer” to open the folder it is contained in.

Gouga_ShowInExplorer.png

You can now take the custom Gouganoid FBX that you exported and replace the one in this folder with it.

Gouga_OverwriteFBX.png

We’re almost there!

Fixing import issues

I’ll try going over things that might go wrong.

If your avatar is stuck in T-pose in VRChat, you might have forgotten to export the Armature, and might have to recreate the Unity project. If you still have the project open, it might not be too late, export it correctly, and then reload the scene. If constraints, physbones and contacts reappear, then everything should be fine.

Though most likely, you might end up with something trivial like this:

Gouga_Hair01Wrong.png

As you can see, the material does not match the current hairstyle. This is due to Unity assigning materials slots based on the vertex order. If that order changes, there’s no telling which material slot will be assigned.

It shouldn’t be too much of a hassle to fix. Go to Assets>TDR_Gouganoid>Materials to find all the materials. They should be all named accordingly. You should have one material for the Body, one for the Head, and one for the Hair.

if one is mismatched, simply drag and drop it onto the corresponding mesh.

Here’s how the hairstyles SHOULD look like:

Hair01 Hair02
Gouga_Hair01.png Gouga_Hair02.png

For the Body, the first slot should be the Head, then Body, then Hair. This is shown in the inspector when clicking the Body mesh:

Gouga_MaterialSlots.png


Replacing Custom Textures in Unity

Once you’ve got all your textures exported, you can import them into Unity. The simplest way to do it would be to replace them in explorer like we did with the FBX, as there are specific import settings associated with each file that would be missing if we used a new texture. Each material’s textures are separated in their own folders in TDR_Gouganoid>Textures.

Gouga_OverwriteTextures.png

Face Tracking

Don't forget, if you have face tracking, you'll need to follow instructions in 🟧 Unity Project Setup#Face Tracking!


Success

If you want, you can look at 🫧 Poiyomi Features for more info on the way Poiyomi is used on this avatar.