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Height Scaling

Guribo edited this page Jul 11, 2026 · 3 revisions

Height Scaling

Avatar height affects voice and audio range. Taller players can be heard from farther away, shorter players from closer.

How It Works

The system reads each player's avatar eye height (in meters) and evaluates an AnimationCurve to produce a range multiplier:

  • X-axis: avatar eye height in meters (VRChat limits: player-controlled 0.2–5m, Udon 0.01–10000m; officially supported 0.1–100m)
  • Y-axis: voice range multiplier (1.0 = no change)

The multiplier is applied to voice distance far/near, volumetric radius, and avatar audio ranges.

If a player's height falls outside the curve's time range, Unity clamps to the nearest endpoint value.

Default Behavior

The default curve is constant at 1.0 — height has no effect on range. This preserves backward compatibility. To enable height scaling, edit the curve.

Where to Configure

Per-Zone (PlayerAudioOverride)

Set different height curves per zone — e.g., height matters on stage, not in a lounge.

Field Type Default
HeightToVoiceCorrelation AnimationCurve Constant (0-25m, 1.0)

See PlayerAudioOverride for field details.

Global (PlayerAudioConfigurationModel)

Set the default height curve for all zones.

Field Type Default
HeightToVoiceCorrelation AnimationCurve Constant (0-25m, 1.0)

See PlayerAudioConfigurationModel for field details.

Curve Examples

Curve Shape Effect
Constant at 1.0 No height effect (default)
Linear from 0.5 (at 0.5m) to 2.0 (at 2.5m) Tall players heard at double range
Linear from 0.2 (at 0.5m) to 1.0 (at 1.5m) Short players have reduced range, normal above 1.5m
Step at 1.0m Below 1m = half range, above 1m = full range

Tips

  • Use the Unity curve editor to visualize the mapping before entering play mode
  • Keep the curve smooth — sharp steps create abrupt range changes as players resize avatars
  • Typical realistic range: 0.5x at 0.5m height to 1.5x at 2.5m height

Use Cases

  • Roleplay worlds: taller characters have louder voices — matches physical presence
  • Competitive games: avatar height affects audio advantage — smaller avatars are quieter
  • Accessibility: compensate for avatar size differences in social spaces

See Also

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