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 current installer supports one Body Renderer per installation.
- Multiple Body Renderers and body-swap avatars are not automatically handled by the current standard Setup. Only the one selected Body Renderer is officially supported.
- If Body and Face use separate Renderers, adding the Face is outside the official automatic Setup. See the unsupported manual reference procedure if needed.
- For a mesh with multiple material slots, select the correct Sweat Target Element.
- 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.
Write Defaults, MMD, and Face Tracking
v1.0.2 automatically detects the avatar FX Write Defaults structure.
- 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 v1.0.1 or earlier, import v1.0.2 and run Setup once.
- Do not manually change the generated Merge Animator Priority.
- Do not replace or clear the generated Animator field as a permanent workaround.
v1.0.2 changes only states owned by RealSweat. 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 On, 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.
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
The standard Setup officially tracks one Body-side SkinnedMeshRenderer. Manually adding sweat to a separate Face Renderer is an advanced modification and is not guaranteed to survive automatic updates or work with every face-tracking setup.
Because this is a frequent question, an unsupported manual reference procedure is available at the bottom of the Auxiliary Tools page. It is not recommended or officially supported.
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.