Compatibility
Required environment
| Item | Requirement |
|---|---|
| Unity | 2022.3 |
| VRChat | Avatars SDK3 |
| Avatar build framework | Modular Avatar required |
| Platform | PC / Direct3D 11 |
| Quest standalone | Not supported; the product uses a hidden fallback |
VRCFury is not required for Real Sweat System.
Avatar type
- Humanoid with a Modular Avatar motion pendulum: Manual Mode and Auto Mode are available.
- Non-humanoid or unable to create the Modular Avatar motion pendulum: Manual Mode, Falling Drops, and Floor Stains are available. Auto Mode, Breath Puffs, and Steam are not created.
- Motion pendulum created, but required Head/Chest anchors unavailable: Auto Mode remains available. Breath Puffs and Steam are not created.
Supported avatar scope
Real Sweat System is a general-purpose system for Humanoid avatars, not an avatar-specific product. The standard installer does not require manual Animator editing, but basic VCC and Unity operation is still required, including opening the project, selecting the avatar root and Body Renderer, and checking the Console.
Mesh, material, Animator, and build-time modification tool configurations differ between avatars. Compatibility with every avatar and every combination of modifications is therefore not guaranteed. Non-humanoid avatars have the feature limitations described above.
Body Mesh
The selected Body must be a child SkinnedMeshRenderer with a valid mesh and submesh.
- The primary Body Renderer is the scale reference and the default Effects emission source.
- v1.1 supports selecting multiple material Elements in the primary Body Renderer.
- Additional
SkinnedMeshRenderertargets such as a separate face mesh are available as an experimental feature. Each target receives separate Rest data, masks, size/density normalization, material, and draw cost. - Automatic simultaneous installation across switchable Body Renderers is not guaranteed. Every Renderer/Element that should display sweat must be explicitly configured.
- GameObject active/inactive Body swaps can be configured as separate targets. Swaps that change only
Renderer.enabledare not guaranteed; configure every Renderer/Element explicitly and verify the final avatar build. - For a mesh with multiple material slots, select only the correct skin-side Body Elements.
- If the source mesh has no valid tangents, use Create Safe Copy (Recommended).
- The final build must preserve the target submesh, material relationship, and readable mesh data needed by Real Sweat System.
Experimental additional targets require:
- readable mesh data and valid submesh, material, and tangents;
- a unique GameObject/animation path;
- a unique generated sweat-material lineage that is not shared with another target; and
- final build topology compatible with the Rest data produced by Setup.
Compatibility with every combination of face tracking, expressions, mesh merging, replacement, and optimization is not guaranteed. Avoid Tess around eyes and lips. Run the full Setup again after a mesh modifier.
Write Defaults, MMD, and Face Tracking
v1.1 retains the automatic FX Write Defaults detection introduced in v1.0.2 and adds further final-build safeguards.
- Auto Detect (Recommended) uses WD ON for every generated RealSweat layer only when all non-RealSweat FX states use WD ON.
- WD OFF, mixed, or unknown setups retain the v1.0.1 Driver ON / Output OFF compatible split.
- The final NDMF-merged FX controller is checked again during build, and the RealSweat WD structure is adjusted to the detected result.
- After updating from v1.0.0–v1.0.2, import every owned module at the same v1.1.0 version and run the full Setup once.
- Do not manually change the generated Merge Animator Priority.
- Do not replace or clear the generated Animator field as a permanent workaround.
Real Sweat System changes only states it owns. It does not convert Write Defaults settings in FX states created by the avatar or other tools.
MMD world compatibility
If the avatar's FX Animator contains states with Write Defaults OFF, facial expressions, lip sync, or Real Sweat System may not work correctly during MMD playback in some worlds, depending on how the world controls FX layers. Compatibility is also not guaranteed for avatars that mix Write Defaults ON and OFF. This does not mean that every WD OFF avatar is unsupported in MMD worlds.
Modular Avatar's MMD World Support adjusts layer placement for MMD worlds that disable FX Animator layers 2 and 3. It does not guarantee compatibility with every MMD world or every Write Defaults configuration.
Test facial expressions, lip sync, Sweat Display, and Auto Mode in the MMD world you intend to use.
Avatar optimization and mesh replacement tools
Tools that optimize or replace the Body during upload must preserve the sweat target submesh and material lineage. A setup can look correct in the Unity Editor and still fail in VRChat if another build tool replaces the final Body after Real Sweat System has prepared it.
If this happens, configure the other tool to exclude the target Body, preserve the required submesh, or change its documented build order.
If a tool modifies the Body only at build time and provides an exclusion list, add the Body Renderer used by Real Sweat System to that list. Compatibility cannot be guaranteed for tools that do not provide a Body exclusion feature.
If you manually modify or replace the source Body Mesh in Unity, finish all mesh changes first and then run Setup — Install / Update again. Rerunning Setup alone cannot fix a tool that replaces the Mesh during every build.
v1.1 adds a late-build recheck that can refresh Rest/tangent data when the final compatible mesh changes, plus protection for common d4rkAvatarOptimizer processing. It cannot recover a removed target slot/submesh or guarantee compatibility with Modular Avatar Shape Changer, Mesh Cutter, or every mesh modifier and processing order. A missing or incompatible final slot/submesh blocks the build.
Do not delete, clear, move, replace, or merge a generated RealSweat material or Renderer slot to disable an experimental target. Tuning marks this as Repair Required, and avatar build stops instead of silently using another slot. Use Manage Targets... to repair or remove the target through the full Setup.
PhysBone coexistence
Real Sweat System creates its own Motion Pendulum PhysBone and dedicated parameters for Auto Mode. It does not intentionally modify, disable, or remove existing PhysBones such as an avatar's chest PhysBones.
Combinations with other tools that modify bones, PhysBones, Animators, or build data vary by environment and must be verified in both Play Mode and an uploaded build. Existing PhysBones stopping after installation is not expected behavior.
Clothing and tessellation
If tessellated droplets protrude through clothing, use RealSweatSystem Clothing Fix for the affected clothing setup. Turning the 3D Effect off also returns the display to No Tess.
Face Renderer
A separate Face SkinnedMeshRenderer can be added through v1.1's experimental additional-target list. It gets independent Rest data and must not share its generated sweat material with the Body or another target.
This is still experimental: face BlendShapes, face tracking, optimizer/mesh replacement tools, and Tess around the eyes or lips require careful testing. A separate Face target adds its own material and draw cost. The old manual Face-material procedure is no longer the recommended path.
Render queue and shadows
With Automatic Render Order enabled, the sweat Render Queue is fixed at 2455 and the selected Body material must use 2454 or lower. If the Body material cannot use 2454 or lower, disable Automatic Render Order and set the Sweat Render Queue to a value greater than the Body material.
This requirement applies to the selected Body material. It is separate from an outfit material using another queue such as 2755.
A manual Sweat Render Queue above 2500 enters Unity's transparent sorting range. Sweat can still render after the Body, but ordering against transparent world geometry, hair, clothing, decals, and other avatar materials can change with the camera angle. Use a queue above 2500 only when the avatar's material setup requires it, then test from several angles in the intended world.
Follow Body Shadow Strength is on by default, allowing sweat to darken correctly under actual scene shadows.
Primary Body Sweat uses Render Queue 2455. With automatic ordering, an experimental additional target uses max(2455, selected source material queue + 1).
Strong colored world lights, ambient lighting, and reflection probes can tint the skin-surface sweat. v1.1 has no user-facing option that removes only lighting color while preserving its brightness. Test the intended worlds and mirrors before upload.
Module version and parameter safety
- Keep Base and Effects at the same release version. Mixing v1.0.x and v1.1.x modules intentionally stops Setup and avatar build.
- Setup checks all planned parameters against Avatar Expression Parameters and other Modular Avatar Parameters declarations, including prefixes and remaps.
- A name collision stops Setup. If the projected total exceeds VRChat's 256-bit parameter budget, Setup warns before proceeding.
- Additional-target validation and build guidance follow the selected tool UI language. Unity/NDMF exception headings and stack traces may still appear in English.