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Avatar Props

MochiesCode edited this page Sep 29, 2026 · 1 revision

Ready-to-use prefab packages for VRChat avatars. They're set up through their prefabs and don't have custom inspectors; their materials have a few simple settings, described below.

Blindness

Blacks out the world for the wearer, except near their hands, where Vision Spheres reveal nearby surfaces as shapes shaded by distance, like feeling your way in the dark.

Contents

  • Blackout: Covers the wearer's entire view with a solid color. It only appears for cameras within its Range, so other players aren't affected.
  • Vision Sphere: Reveals surfaces within its radius through the blackout.
  • Depth Light: Required for the vision spheres to work.

Setup

  1. Place the Blackout prefab in the scene, unparented.
  2. Set its XYZ position to match your avatar descriptor's viewpoint.
  3. Parent it to your neck (not your head).
  4. Place two Vision Sphere prefabs in the scene, unparented.
  5. Position them in the palms of your avatar's hands.
  6. Parent each one to its hand.
  7. Parent the Depth Light prefab anywhere on your avatar. Its position doesn't matter.
  8. Adjust the vision sphere size and material properties to suit your preferences.

The editor camera is usually far from your avatar's head, so the blackout won't show while you work. Raising the Range on the Blackout material makes the effect visible, which helps while setting up. Turn it back down before uploading, or everyone near you will be blind too.

Material Settings

Blackout material:

  • Color: The color that covers the wearer's view. Black by default.
  • Range: How close a camera must be to the Blackout object, in meters, for its view to be covered. It's kept small so only the wearer's own view is affected.

Vision Sphere material:

  • Color: Tints the revealed surfaces. Surfaces closer to the viewer appear brighter.
  • Radius: How far from the center of the sphere, in meters, surfaces are revealed.
  • Fade: How wide the soft edge of the revealed area is, in meters.
  • Fake Lighting: Adds simple directional shading to the revealed surfaces, so their shapes are easier to read.
    • Light Color: The color of the lit sides of surfaces.
    • Light Direction: The direction of the light, in world space. Surfaces facing this direction are lit.

X-Ray

A handheld X-ray screen that shows other players through walls. A camera on the prefab renders only player avatars into a render texture, which the screen displays over a scrolling background.

Setup

  1. Place the X-Ray prefab in the scene, unparented.
  2. Position the handle in your palm, with the screen perpendicular and the camera facing away. This is easier with the object origin set to Pivot.
  3. Parent it to your hand and turn the object off.
  4. Toggle the object on with a gesture or an Avatars 3.0 menu item. The prefab's animator handles the rest.

Material Settings

XRay Screen material:

  • Render Texture: The render texture from the prefab's camera.
  • Tint: The HDR color of the players on the screen.
  • Dithering: Jitters the image every frame for a noisy, scanner-like look. Higher values are noisier.
  • Cutout: Shows players with hard edges over the background, instead of blending them softly into it.
  • Screen Border: A texture drawn over the screen using its alpha, like a frame or overlay, with an HDR tint.
  • Background: The texture shown behind the players, with an HDR tint, tiling, and offset.
  • Scroll X and Scroll Y: How fast the background scrolls horizontally and vertically.

Avatar

Uber
Uber X πŸ”’
Uber X (Outline) πŸ”’
Taken πŸ”’
Avatar Props πŸ”’

World

Standard
Water
Water (Tessellated) πŸ”’
Underwater Visuals
Glass
Splat Mapping πŸ”’
LED Screen

VFX & Camera

Particles
Particles X πŸ”’
Screen FX
Screen FX X πŸ”’
Corruption πŸ”’

Links

πŸ”’ = Patrons only

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