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@emilianavt
emilianavt / IKRunner.cs
Last active February 8, 2024 10:42
This component uses the UnityEngine.LowLevel API to run Final IK things before Unity constraints and particle systems are evaluated.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.LowLevel;
using RootMotion.FinalIK;
// Disable IK and TwistRelaxers and set them on this to have them run before constraints and particle systems are evaluated.
// Only one instance of IKRunner is possible, but it should be easy enough to extend.
// Remember to call Start() on the TwistRelaxers once if they are disabled from the beginning. The IK may also need manual initialization.
@emilianavt
emilianavt / BestVTuberSoftware.md
Last active October 3, 2024 01:25
Best VTuber Software

Best VTuber software

This is a list of the most commonly used and relevant vtubing software. The "best" will always be subjective and depend on your specific requirements. Overall, the information in this list is as accurate as I could figure it out, but there might be errors or some details might become out of date. If you find anything that needs to be corrected, please let me know. You can also note it in a comment.

Additional explanations:

  • iPhone means that an iPhone is basically required
  • iFacialMocap support means that tracking data can be received from the iFacialMocap iPhone app
  • VMC protocol means that the application can send and/or receive tracking data from other VMC protocol capable applications, allowing the combination of multiple tracking methods (e.g. VSeeFace receiving VR tracking from Virtual Motion Capture and iPhone/ARKit face tracking from Waidayo)
  • Tobii means that the Tobii eye tracker is supported

For downloads and more information about VSeeFace, please check out the website.

Version 1.13.38c2:

  • Blacklisted 3tene virtual camera to avoid freezing at startup.

Version 1.13.38c:

  • Blacklisted virtual cameras that might cause issues when installed at certain versions from the camera selection menu. This should solve the NVIDIA driver issue in most cases.
  • Applied another fix to the virtual camera driver for better compatibility.
  • Separated out wrist bone reception from arm and shoulder reception for the VMC protocol receiver settings to allow better Mocopi with Leap Motion support.
  • No longer set realtime priority along with GPU background priority.
@emilianavt
emilianavt / VirtualKeyNames.cs
Created June 30, 2020 15:20
A reliable mapping of virtual key codes to human readable names
private Dictionary<int, string> keyNames = new Dictionary<int, string>() {
{0x8, "Backspace"},
{0x9, "Tab"},
{0xd, "Return"},
{0x13, "Pause"},
{0x20, "Space"},
{0x21, "PgUp"},
{0x22, "PgDown"},
{0x23, "End"},
{0x24, "Home"},
/**
FinalIKを使ったLeapMotion Orion用HandController
(VRIKバージョン)
Author: MiyuMiyu (https://twitter.com/miyumiyuna5)
Source: https://qiita.com/miyumiyu/items/72b965df46a79f3ec523
Modified by: Emiliana (https://twitter.com/Emiliana_vt)
Modifications: Updated for current SDK version, supports hand position reset on tracking loss, hand mirroring and interpolation.
*/
/*
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TrackerLerp : MonoBehaviour {
public Transform target;
public float targetFPS = 90.0f;
public float influence = 0.985f;
void LateUpdate () {
using System.IO;
using UnityEngine;
// Attach this to a camera and position it. You can use "Align With View" from the "Game Object" menu to help with this.
// Check the snap box to take a picture. It will log the path to the console.
// It works in Editor mode too, no need to play the scene.
[ExecuteInEditMode]
public class CameraSnap : MonoBehaviour {
public int resolutionX = 2048;
Shader "PositionMapper" {
Properties {
_MainTex ("Texture", 2D) = "white" {}
_FactorX ("Object width scale factor (X)", Float) = 1.0
_FactorY ("Object height scale factor (Y)", Float) = 1.0
_FactorZ ("Object depth scale factor (Z)", Float) = 1.0
}
SubShader {
ColorMask RGBA
Pass
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class ReassignBoneWeigthsToNewMesh : MonoBehaviour {
public Transform newArmature;
public string rootBoneName = "Hips";
public bool resetPose = false;
public bool PressToReassign;
@emilianavt
emilianavt / VRM.md
Last active July 8, 2024 15:48
Converting an avatar to VRM format

Converting an avatar to VRM format

In this guide, I assume you already know the basics of Unity and probably have previously uploaded an avatar to VRChat. If you haven't, you can still try to follow along, but some descriptions might be a bit too brief.

A more in-depth guide with screenshots can be found here.


Setup