Troubleshooting
Clear the Unity Console, reproduce the issue once, and begin with the first error. Later errors are often consequences of the first one.
Quick symptom index
- No sweat is visible
- The Sweat menu is missing or incomplete
- Tuning changes are not applied
- Import or shader compilation takes a long time
- The face breaks in Play Mode or VRChat
- Expressions or lip sync stop during an MMD dance
- Sweat On or Auto Mode does not work
- It works in Unity but breaks only in VRChat
- An existing PhysBone stops moving after installation
- Invalid localAABB mentions Exhale
- Uninstall, reinstall, or change modules
- Microsoft Defender warns about or blocks the download
- Common usage tips
No sweat is visible
First determine what was installed:
- Effects Module only does not display skin sweat. It displays Falling Drops, Floor Stains, Breath Puffs, and Steam.
- Base Module or Full Pack is required for sweat on the Body surface.
For Base or Full Pack:
- In Play Mode, turn Sweat On on.
- Turn the default Auto Mode off temporarily and set Sweat % to 50% or higher.
- Confirm that Setup uses the intended Body Mesh and skin-side Sweat Target Element.
- With Automatic render order (Recommended) on, confirm that the selected Body material uses Render Queue 2454 or lower and Sweat uses 2455.
- Exit Play Mode, open CookiTools > RealSweatSystem Setup/Uninstall, and run Setup — Install / Update again.
- If another upload-time tool replaces or combines the Body, continue with It works in Unity but breaks only in VRChat.
The Sweat menu is missing or incomplete
Menu entries depend on the imported modules and Setup options:
- Remote Low Load requires Base.
- Particles and its individual Effect controls require Effects.
- 3D Effect (Photos Only, High Load) appears only when Install 3D Feature (Tessellation) (High Load) was enabled during Setup.
If an expected entry is absent:
- Exit Play Mode and clear all compile errors.
- Confirm that Modular Avatar is installed and enabled in the project.
- Confirm that the required Base and/or Effects module is imported, with matching versions for Full Pack.
- Open CookiTools > RealSweatSystem Setup/Uninstall and run Setup — Install / Update.
- Start a fresh Gesture Manager or Play Mode preview so it rebuilds the current menu state.
Tuning changes are not applied
Select the generated RealSweat object under the avatar root and use its RealSweatSystem Tuning component.
- Material quality and supported surface-appearance controls update the Tess and No Tess materials immediately.
- Automatic response, the custom curve, animated wetness, Falling Drops, fling particles, Breath Puffs, and Steam require Apply to FX.
- Follow Body Shadow Strength reads the selected Body material when Setup — Install / Update or Apply to FX runs; it is not a live runtime link.
- If the Inspector reports outdated routing, run Setup — Install / Update once, then press Apply to FX again.
- An unsupported manual Face material is not tracked by Tuning and does not automatically receive later Body-side material changes.
Import or shader compilation takes a long time
The first package import can take longer while Unity imports assets, compiles shaders, and updates the Asset Database. This compile time is not the same as the shader's in-game runtime load.
- Wait until Unity's import and shader-compilation indicators finish before opening Setup or entering Play Mode.
- Do not repeatedly click Setup while Unity is still processing assets.
- Resolve the first Console compile error before judging the import as complete.
- Later imports can be faster because Unity reuses cached results. Cache behavior differs by PC and project.
Updating from v1.0.0 or v1.0.1 to v1.0.2
- Back up the avatar or project.
- Import the v1.0.2 package.
- If using Full Pack (Base + Effects), update Base and Effects to the same version.
- Run Setup — Install / Update once.
- Check the face, Sweat On, Sweat %, Auto Mode, and installed Effects in Play Mode.
The face breaks in Play Mode or VRChat
This can occur when an older Real Sweat setup conflicts with a Write Defaults OFF Face Tracking animator.
- Update to v1.0.2.
- Undo any diagnostic changes made to the generated Animator field or Merge Animator Priority.
- Run Setup again.
- Confirm that facial expressions, sweat toggles, and Auto Mode all work together.
Do not use a manually changed animator order as a permanent workaround.
Expressions or lip sync stop during an MMD dance
- Update to v1.0.2 and run Setup — Install / Update once.
- Set Write Defaults Compatibility to Auto Detect (Recommended).
- Update Modular Avatar and enable MMD World Support when it is needed by the target setup.
- Test expressions, lip sync, Sweat On, and Auto Mode in the actual MMD world you intend to use, not only in Play Mode.
When every external FX state uses WD ON, v1.0.2 also uses WD ON for the generated RealSweat states. WD OFF, mixed, or unknown setups retain the compatible split, but MMD behavior cannot be guaranteed in every world because FX-layer control differs by world.
Forcing only RealSweat to WD ON can recreate a mixed ON/OFF controller when external states use WD OFF. Do not use a forced mode as a permanent workaround unless you know the target avatar or MMD environment requires an all-WD-ON FX controller.
Sweat On or Auto Mode does not work
- Confirm that Sweat On is enabled.
- For manual control, disable Auto Mode and adjust Sweat %.
- For Auto Mode, confirm that the avatar is Humanoid and has the required bone reference.
- Do not manually edit the generated animator or its ordering.
- Run Setup — Install / Update again after importing a newer version.
Body Mesh is not detected
Assign the correct child SkinnedMeshRenderer manually. The Renderer must have a valid mesh and at least one valid submesh.
The current installer accepts one Body Renderer per installation.
Sweat appears on the wrong material slot
For a Body with multiple submeshes, choose the exact Sweat Target Element used by the skin material, then run Setup again.
Missing tangent warning
Choose Create Safe Copy (Recommended). This is the supported fallback for a source mesh without suitable tangent data.
It works in Unity but breaks only in VRChat
An optimizer, retargeter, or other upload-time tool may be replacing the Body Renderer or mesh after Real Sweat System prepares it.
- Check whether the tool modifies the selected Body.
- Preserve the sweat target submesh and material relationship.
- Keep the required final mesh data readable.
If the tool provides an exclusion feature, add the Body Renderer used by Real Sweat System to that exclusion list.
Compatibility cannot be guaranteed with a tool that provides no way to exclude the Body. Back up the avatar and compare the result with that tool disabled.
After changing the tool settings, select the final Body in Edit Mode and run Setup — Install / Update again. Verify both Play Mode and the actual VRChat upload. Real Sweat System cannot automatically repair an arbitrary mesh replacement performed later by another build-time tool.
An existing PhysBone stops moving after installation
Real Sweat System adds its own Auto Mode PhysBone and parameters under RealSweat. It is not designed to modify or delete existing avatar PhysBones such as chest PhysBones.
- Clear the Console, enter Play Mode, and inspect the first Error or Warning.
- Check for another build-time tool that merges or optimizes bones, PhysBones, Animator layers, or parameters.
- Confirm that the affected PhysBone and the Real Sweat Motion Pendulum were not merged through the same Root Transform, parameter, or processing target.
- If that tool can exclude a Body Renderer, add the Body Renderer used by Real Sweat System to its exclusion list. Compatibility with that tool cannot be guaranteed when the Body cannot be excluded.
If the existing PhysBone still does not move after uninstalling Real Sweat System, a change outside the generated Real Sweat content may remain. Compare against a backup avatar and isolate build-time tools one at a time.
Rest data cannot be regenerated
Confirm that the final source mesh is readable and that the selected sweat submesh still exists. Reassign the correct Body Mesh and Sweat Target Element before running Setup again.
The Rest Vertex Data Baker is a support or advanced-maintenance tool. It is not normally needed during everyday use. See Auxiliary Tools before running it manually.
Tessellated droplets pass through clothing
Apply RealSweatSystem Clothing Fix to the affected clothing, or turn 3D Effect (Photos Only, High Load) off to use No Tess. See Auxiliary Tools for the complete workflow and cautions.
Effects-only setup shows no particles
The Effects Module does not modify the Body, but it still needs the Body Mesh as its emission surface. Confirm that the correct Body is assigned and that the particle controls are enabled under:
Sweat → Reduce Load → Particles
The first build fails but a second build succeeds
Immediately after import, shader compilation and Asset Database processing may still be in progress. Wait for Unity to finish importing, resolve the first Console error, and then build again. A successful second build does not mean that every error from the first build can be ignored.
Invalid localAABB mentions Exhale
If the Console repeatedly reports an invalid local AABB and the message points to the breath object:
- Check the avatar hierarchy for invalid transforms or extreme scale values.
- Temporarily turn Breath Puffs off to confirm whether the repeated log stops.
- Use v1.0.1 or later.
A breath-object bounds error and a facial animator conflict can be separate issues, so verify both independently.
Uninstall, reinstall, or change modules
Back up the avatar or project first.
Remove the installed avatar setup
- Open CookiTools > RealSweatSystem Setup/Uninstall.
- Select the Uninstall tab and assign the avatar.
- Also delete generated assets (bake/material/anim/menu) on Uninstall is off by default. Leave it off to preserve those generated assets. Enable it only for a full cleanup after confirming that no other Real Sweat installation uses the same generated folder.
- Press Uninstall — Remove and wait for Unity to finish.
- Check that the generated RealSweat object is gone, then test the avatar before upload.
When the generated-assets option is off, the Bake, Material, Animation, and Menu assets are preserved. Because the installation uses Modular Avatar, its generated menu, parameters, and FX integration are not included in the next build after the RealSweat object is removed.
Reinstall or update
- Import the intended current package or packages.
- Keep Base and Effects on the same version when both are installed.
- Open the Install tab in CookiTools > RealSweatSystem Setup/Uninstall.
- Confirm Avatar, Body Mesh, and Sweat Target Element.
- Run Setup — Install / Update, then test Manual Mode, Auto Mode, the face, and installed Effects.
To expand Base or Effects into Full Pack, import the missing same-version module and run Setup again. To return from Full Pack to one module, uninstall the avatar setup first, remove the module package files you no longer want from the Unity project, and then reinstall with the remaining module.
Uninstall does not remove materials, Renderer slots, Rest assets, or Animation changes that you created manually outside the supported Setup. This includes the unsupported Face + Body procedure. Restore those changes from your backup or follow its rollback steps.
Microsoft Defender warns about or blocks the download
The Microsoft Defender alert reported on some systems for the v1.0.0 release package was classified by Microsoft as a false positive, and Microsoft issued a detection update.
Defender security-intelligence and cloud-protection updates can reach individual PCs at different times, so some systems may temporarily continue to show the previous warning.
- Update Microsoft Defender security intelligence in Windows Security.
- Download the current version again from your BOOTH purchase library.
- If the warning continues, confirm the exact detection name, filename, and Real Sweat System version.
Common usage tips
Temporarily hide skin sweat in the Unity editor
To clear the sweat preview in the Scene view without uninstalling the system:
- Exit Play Mode.
- Open the generated Real Sweat material used by the Body. Do not edit the original skin material.
- In the material Inspector, open Basic > Sweat Amount (
_DropletAmount), record the current value, and set it to0. - Record the previous value and restore it before normal testing or upload. A new installation normally starts at
1, but a customized material may use another value.
Use this only as an editor-preview adjustment. It is different from using Sweat On + Sweat 0% in the VRChat menu, and Play Mode animations control the runtime value. Do not remove the generated material slot. If Tessellation support is installed, apply the same temporary value to both generated Tess and No Tess materials so either 3D Effect state remains hidden.
Show Breath Puffs in your own first-person view
Breath Puffs being hidden from the wearer's first-person camera is the normal default. If you intentionally want to see them yourself:
- After Setup, select Avatar > RealSweat > RealSweatFxHead > Breath > Exhale.
- Add Modular Avatar > MA Visible Head Accessory to
Exhale. - Build and verify the result in VR, not only in Gesture Manager.
This is an optional advanced customization. Before build, Modular Avatar may warn that Exhale is not under the Head; RealSweatFxHead is a Bone Proxy that moves there during build, so this warning can be ignored for this hierarchy. The particles can overlap the face or camera at some avatar scales. Remove the component if the first-person result is distracting. Add it again if you uninstall and recreate the RealSweat object.
Restrict procedural droplets on selected body areas
The generated Tess and No Tess materials include Basic > Spawn Mask:
- Create a grayscale texture that matches the Body UV0 layout. The shader reads its red channel, so do not use an alpha-only mask.
- Paint areas where procedural droplets may appear white and areas to exclude black.
- Assign it to Spawn Mask (White = Spawn).
- Raise Mask Strength above
0; use1for the full mask effect. - Adjust Mask Threshold and Mask Edge Softness if the border needs refinement. Invert Mask reverses the result.
Apply the same texture and mask settings to both generated Tess and No Tess materials when Tessellation support is installed. The mask restricts procedural droplet spawning and tessellated droplet displacement. It is not a hard mask for every broad wet-skin sheen, and it does not remap the separate Falling Drops, Floor Stains, Breath Puffs, or Steam particle emitters.
Information to include in a support report
- Real Sweat System version and purchased package
- Unity and VRCSDK versions
- Avatar name and Face Tracking package, if used
- Screenshot of the Setup window and Avatar Descriptor
- Full text of the first Console error after clearing the Console
- Whether it happens in Unity, desktop VRChat, VR, or VR Face Tracking
- Modular Avatar version
- Other installation or optimization tools that modify the Animator, mesh, or PhysBones
- Whether Unity Edit Mode remains normal
- The working situation and exact reproduction steps in order
- For face or Animator issues, the complete final FX Animator
Layerslist in Play Mode
You can copy this template:
Real Sweat System version:
Package: Base / Effects / Full Pack
Unity:
VRCSDK:
Modular Avatar:
Avatar:
Face Tracking package (if used):
Other installation or optimization tools:
Where it works:
Where the issue occurs:
Reproduction steps:
First Console error after clearing:
Attachments:
- Setup window
- Avatar Descriptor
- RealSweat hierarchy
- Final FX Animator Layers in Play Mode, when relevant