vrc-avatars

Plan and implement VRChat Avatar 3.0 avatars with expression controls and performance budgets.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/AlexanderStephenThompson/claude-hub --skill vrc-avatars
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vrc-avatars
Source: https://github.com/AlexanderStephenThompson/claude-hub/tree/main/world-building/VR%20Chat/skills/vrc-avatars
Command: npx skills add https://github.com/AlexanderStephenThompson/claude-hub --skill vrc-avatars

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) and assets (resource) components.

What problem does it solve?

VRChat avatar development often struggles with visibility in crowded environments and variable performance across Quest and PC. This Skill provides a structured approach to designing Avatar 3.0 avatars with clear expression controls while meeting strict performance budgets.

Core Features & Use Cases

  • Avatar 3.0 setup and hierarchy guidance (armature, visemes, and playable layers) for consistent avatar behavior.
  • Expression menus and parameter budgeting (256-bit synced budget, built-in vs custom parameters) to enable rich, lean avatars.
  • Performance optimization guidance for Quest and PC (triangles, materials, bones, PhysBones, and texture memory targets).
  • Validation and references workflow (using the included references/avatar3-setup.md and assets/avatar-performance-limits.md) to ensure cross-guide consistency.

Quick Start

  • Review references/avatar3-setup.md to learn the Avatar Descriptor and Playable Layers layout.
  • Consult assets/avatar-performance-limits.md to align with platform targets for Quest and PC.
  • Plan and implement an Avatar 3.0 with a compliant expression menu and performance budget, then test in VRChat.

Frequently Asked Questions about vrc-avatars

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I optimize VRChat avatars for Quest and PC performance targets?

VRChat avatar optimization requires managing triangles, materials, bones, PhysBones, and texture memory to meet Quest and PC performance targets. This keeps avatars visible in crowded environments without exceeding platform limits.

What is the parameter budget for VRChat Avatar 3.0 expressions?

The VRChat Avatar 3.0 parameter budget for synced expressions is strictly 256 bits. You must allocate these bits across built-in and custom parameters to build rich expression menus while staying within the limit.

How do I set up a humanoid avatar hierarchy in Unity using the VRChat SDK?

Setting up a humanoid avatar hierarchy in Unity involves configuring the armature, visemes, and playable layers within the Avatar Descriptor. This structure ensures consistent avatar behavior and expression control across VRChat.

Can I use PhysBones on a VRChat avatar without exceeding performance limits?

You can use PhysBones on a VRChat avatar without exceeding limits by carefully balancing them against your triangle, material, and bone counts. PhysBones are explicitly tracked within the strict performance budgets for both Quest and PC platforms.

Why does my VRChat avatar not show up in crowded instances?

Your VRChat avatar may not show up in crowded instances if it fails to meet platform-specific performance budgets. Avatars that exceed triangle, material, texture memory, or PhysBones limits are often hidden to maintain framerate.

Do I need to plan expression menus before building an Avatar 3.0 in Unity?

You need to plan expression menus before building Avatar 3.0 in Unity to ensure your custom parameters fit the 256-bit synced budget. Pre-planning prevents exceeding parameter limits and avoids costly rework later.