Troubleshooting
Clear the Unity Console, reproduce the issue once, and begin with the first error. Later errors are often consequences of the first one.
Normal-operation lines go to the Console only when Write detailed logs to the Console is on in the Setup window's Troubleshooting tab. Turn it on when you need more detail for a report.
Quick symptom index
- No sweat is visible
- The Setup window says "Installed with an older version."
- The Setup window asks to re-import at the same version
- Setup asks to lower body materials to 2349
- 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 Display or Auto Mode does not work
- A warning says a duplicate avatar shares the generated files
- An additional target shows Repair Required or blocks the build
- Falling Drops or Floor Stains are missing or appear above the floor
- Sweat or effects are missing after upload
- 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
- The Body disappeared after the Generated folder was deleted
- 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, and Body Steam.
- Base Module or Full Pack is required for sweat on the Body surface.
For Base or Full Pack:
- In Play Mode, turn Sweat Display on.
- Turn the default Auto Mode off temporarily and set Sweat % to 50% or higher.
- Check that Hide Skin Sweat under Reduce Load is off.
- In the Setup window, confirm that the Sweat on field shows the intended body mesh, and that only the skin materials are checked under Advanced Settings > Sweat Target ([Change] opens it).
- Check the Rest data. The new look draws sweat only where the Rest data is valid; it no longer falls back to a UV pattern. A material that is not installed yet, or a mesh that changed after the bake, may show no sweat in the Scene view. The Rest Data cell at the top of the material inspector and the Tuning's Mesh and Rest Data Diagnostics tell you when this happens. If the mesh changed, the next build (upload) bakes again from the final mesh.
- Check the render order. With automatic render order, the skin sweat renders at queue 2350. If you chose Keep As Is for a body material at 2459 or later, the sweat is hidden where that material covers it. See Setup asks to lower body materials to 2349.
- Exit Play Mode, open
CookiTools → RealSweatSystem → Setup/Uninstall, and press [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 Setup window says "Installed with an older version."
The avatar was installed with 1.x. Press [Install / Update] once for each avatar. Apply to FX alone does not do this update. Follow Updating from 1.x for the full procedure, including the backup.
The Setup window asks to re-import at the same version
Base and Effects are at different versions. Import every Base/Effects module you own at the same version over the existing files, then open the Setup window again. Setup does not install while the versions are mixed. An avatar build does not stop: it leaves Real Sweat System out of the uploaded avatar and writes a Console warning that starts with [RealSweatSystem] and says the packages are different versions. Uninstall is not required.
Setup asks to lower body materials to 2349
The skin sweat renders at queue 2350. If the body renderer (the renderer the sweat is installed on) has an opaque or cutout material drawn at 2350 or later, [Install / Update] asks once.
- Lower to 2349 (Recommended) remembers each material's original queue and lowers it to 2349. [Uninstall] puts the original queue back. A queue you changed yourself in the meantime is kept.
- Keep As Is draws the sweat at the highest such queue + 1, never past 2459. With a body material at 2459 or later, the kept sweat is hidden where that material covers it.
- The answer is remembered per avatar. To decide again after Keep As Is, press [Ask Again] in Advanced Settings > Compatibility (only if needed), then [Install / Update].
The material assets themselves are changed, so every avatar, prefab, and scene that uses them is affected. See Compatibility for which materials are never changed.
The Sweat menu is missing or incomplete
Menu entries depend on the imported modules and Setup options:
- Remote Low Load requires Base.
- Effects and its individual controls require Effects.
- Body Steam & Breath Intensity appears only when the optional synchronized radial was selected in Setup.
- Droplet Depth (Tessellation / High Load) appears only when Droplet Depth was installed (the Depth (High Load) look, or the Droplet Depth toggle in Advanced Settings > Quality & Load).
- The VRC Light Volumes toggle was removed in v2.0.0, and some names changed: Breath Puffs → Breath, Steam → Body Steam, Hide Surface Sweat → Hide Skin Sweat, Steam & Breath Intensity → Body Steam & Breath Intensity.
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/Uninstalland press [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.
- Sweat Quality changes the material quality immediately, and Sweat Style applies to every sweat material of the avatar at once.
- Automatic response, the custom curve, Falling Drops, fling particles, Breath, and Body Steam require Apply to FX.
- Follow Body Shadow Strength reads the selected Body material when [Install / Update] or Apply to FX runs; it is not a live runtime link.
- If Apply to FX reports an installation configuration change, press [Install / Update] before applying tuning values. Adding or removing installed effects cannot be completed with Apply to FX alone.
- Look values you change before pressing [Install / Update] for the 1.x update go back to the new defaults when you press it. Tune the look after the update.
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.
- In a big project, the first [Install / Update] after the 1.x update may take a little while; a progress bar shows it.
Updating from 1.x
Follow Updating from 1.x. In short: back up outside the project, import every module you own at the same v2.0.0 version over the existing files without uninstalling first, then press [Install / Update] once for each avatar. Apply to FX alone is not an update.
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 every owned module to the same current version.
- Undo any diagnostic changes made to the generated Animator field or Merge Animator Priority.
- Press [Install / Update] 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 every owned module to the same current version and press [Install / Update] once.
- In Advanced Settings > Compatibility (only if needed), set Write Defaults to Auto (Recommended). Detect Again checks the avatar's FX again.
- Update Modular Avatar and enable MMD World Support when it is needed by the target setup.
- Test expressions, lip sync, Sweat Display, 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, Real Sweat System also uses WD ON for the generated 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 Display or Auto Mode does not work
- Confirm that Sweat Display 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. Auto Mode requires a Humanoid Animator and MA Bone Proxy; if they are unavailable, Setup installs Manual Mode only.
- Do not manually edit the generated animator or its ordering.
- Press [Install / Update] again after importing a newer version.
A warning says a duplicate avatar shares the generated files
First press [Install / Update] on the avatar you want to adjust. Only the selected avatar's generated files are separated; you do not need to delete the other duplicates.
If you saved a duplicate of the avatar in another scene or as a prefab, a closed duplicate does not show in the Tuning Inspector's warning, so Tuning changes made before separating also change the duplicate's sweat settings. Apply to FX also checks saved scenes and prefabs: when a duplicate uses the same generated files, it changes nothing and shows this warning.
The body mesh is not detected
The body mesh is found automatically and put in the Sweat on field on the Setup window's first screen (with only the Effects Module, Drops from). If it is not found or the wrong Renderer is shown, drag the Hierarchy object with the correct skin-side SkinnedMeshRenderer onto that field; an .fbx or Mesh asset from the Project window cannot be used. [Change] opens Advanced Settings > Sweat Target, where Body Mesh is the same field and Find Again runs the automatic search again. The Renderer must have a valid mesh and at least one valid submesh.
Experimental additional targets are added separately in Advanced Settings > Sweat on Other Meshes (Experimental) and must be SkinnedMeshRenderer components.
Sweat appears on the wrong material slot
For a Body with multiple materials, press [Change] next to Sweat on and check only the skin materials under Advanced Settings > Sweat Target, then press [Install / Update] again. Do not assume Element 0 is the skin.
An additional target shows Repair Required or blocks the build
Do not delete, clear, move, replace, or merge a generated RealSweat material or Renderer slot to disable an experimental target. A missing or changed generated material/slot is treated as installation damage, shown as Repair Required in Tuning, and blocks the avatar build instead of silently omitting the target.
- Select the generated RealSweat object.
- In RealSweatSystem Tuning, use Manage Targets... or Open Setup to Repair....
- To keep the target, verify its Renderer and Element, then press [Install / Update] to rebuild its material/slot, shell, Rest data, animation, and optional Falling Drops.
- To remove it, use
-in the list and then press [Install / Update].
Console guidance from Real Sweat System follows the selected tool UI language. Unity/NDMF exception headings and stack traces may remain in English.
Missing tangent warning
When the body mesh lacks tangents (data needed for sweat), Setup asks first. Choose Make Safe Copy (Recommended): it keeps the original model, and Uninstall restores it. Edit Original affects other avatars using the same model and is hard to undo. Cancel stops without changes.
Sweat or effects are missing after upload
The avatar looks right in the scene and in Play Mode, but the uploaded avatar has no skin sweat, no effects, or only one of the two. The usual cause is purchase activation: a VRChat SDK build (Build & Test or upload) leaves out every installed module that is not activated on this PC. The build itself does not fail.
- After the build, open the Console and look for a yellow warning that starts with
Real Sweat System:. There is one for each module that was left out. It names the module (Base Module or Effects Module) and the reason: this PC is not activated, your purchase does not include that module, or the saved activation does not match this PC. - Open
CookiTools → RealSweatSystem → Purchase Activation. The status box lists the modules activated on this PC under Included. Enter the order number or Gumroad license key of the missing module and press Activate. If this PC already has another order, use Add another order. - While an upload would leave something out, the Setup window shows the same notice above the install button, with Open activation window. It goes away once the module is activated.
- On Mac or Linux the activation is not possible, so uploads always leave Real Sweat System out. Upload from a Windows PC.
- Upload the avatar again. The avatar in the scene was not changed, so you do not need to press [Install / Update] again.
A Console warning that starts with [RealSweatSystem] and says the packages are different versions means that Base and Effects are mixed. See The Setup window asks to re-import at the same version. The rules are in Purchase Activation.
It works in Unity but breaks only in VRChat
If the sweat or the effects are missing entirely from the uploaded avatar, check Sweat or effects are missing after upload first.
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 press [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. Check the Sweat on field and Advanced Settings > Sweat Target before pressing [Install / Update] 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
Open CookiTools → RealSweatSystem → Clothing Fix and apply it to the affected clothing, or turn Droplet Depth (Tessellation / 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 shown in the Drops from field on the Setup window's first screen and that the particle controls are enabled under:
Sweat → Effects
Falling Drops or Floor Stains are not visible
- Confirm that Falling Drops was checked under Effects to Install on the Setup window's first screen. Floor Stains also require Falling Drops because they are collision sub-effects.
- In Sweat → Effects, turn on All Effects, Falling Drops, and Floor Stains. For a manual test, turn Auto Mode off and set Sweat % to 100%.
- If Falling Drops are visible but Floor Stains are not, test a world floor with a Collider on the Default or Environment layer.
- If Falling Drops or Floor Stains appear suspended above the floor, a Unity physics Collider inside or beneath the avatar—such as a Box, Capsule, or Mesh Collider on the body, feet, clothing, an accessory, or a test object—may be intercepting the collision before the world floor when it uses the Default or Environment layer. This does not refer to a VRC PhysBone Collider. Temporarily disable the suspected Unity Colliders one at a time for an isolation test. If the stain then appears on the world floor, an intervening Collider was the cause.
- If no Falling Drops are emitted only from one particular Body while another avatar works, exit Play Mode and open the Troubleshooting tab of the Setup window. Look for Falling drops don't appear.
- Press [Apply Fix], save the scene, and check both Play Mode and Build & Test.
- This opt-in compatibility setting makes installed Falling Drops and motion flings ignore the Body's built-in vertex colors. It does not modify the Body mesh, materials, FX controller, or Floor Stain settings, and the default behavior is unchanged until you apply it.
- If it does not help, press [Restore Default] before sending a support report. Include the Renderer, Element, mesh-import settings, and particle Shape screenshots.
Do not rerun the surface-sweat Setup on a Face Renderer merely to diagnose Falling Drops; doing so changes the selected surface target.
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 off to confirm whether the repeated log stops.
- Use the current version.
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.
- Press [Uninstall] and wait for Unity to finish. The longer steps show a progress bar, and the result appears right under the button.
- Check that the generated RealSweat object is gone.
- For Base or Full Pack, confirm that the primary Body and additional targets no longer reference generated RealSweat meshes and that the RealSweat material slots added by Setup are gone. Effects-only does not modify Body meshes or materials, so this check is not required.
- Test the avatar before upload.
Do not delete only the RealSweat object or component: Uninstall must restore the Body mesh/materials and external effect objects. Thanks to Modular Avatar's non-destructive build, menu/parameters/FX revert automatically on the next build. Sweat materials/slots you created yourself are never touched.
Uninstall removes the installation object, its descendants, and its dedicated generated folder. Generated files shared by another avatar or object in the current scene are retained, and the generated folder is kept when another saved scene or prefab uses the same generated files or that check cannot finish. Original bodies, outfits, and external assets are not deleted. Removal stops if the original mesh cannot be restored; check its reference before trying again. Body materials lowered to 2349 at install get their original render queue back.
If only the RealSweat object was deleted
Setup can replace the Body Renderer mesh with a generated mesh that contains an additional sweat submesh and append a RealSweat material slot. The original/generated mesh mapping is stored on the generated RealSweat object. Deleting only that object can remove the menu, parameters, and FX from the next build while leaving the generated Body mesh and sweat material slot assigned.
- Only if you deleted the
RealSweatGameObject from the Hierarchy and did not delete any Project assets, use Ctrl+Z immediately to restore the object, then press [Uninstall]. - If Undo is unavailable, back up the current avatar and do not delete
Assets/CookiTools/Generated. - Restore Skinned Mesh Renderer > Mesh on the Body to the exact mesh used immediately before installation. Use a pre-installation backup or the original Prefab; when possible, revert only the Mesh property.
- With the original mesh assigned, press [Uninstall]. Only if ownership recovery is still requested, press [Install / Update] once and then uninstall again.
- If automatic recovery still cannot verify the installation, restore the Body Materials array—and any additional target Renderer—from the same backup, preserving the original references, order, and slot count.
Follow the Generated-folder recovery steps below and reconnect the exact pre-installation Body Mesh first.
Do not press [Install / Update] while a generated Body mesh such as RealSweat_BodyShellMesh is still assigned. Without the original tracking object, Setup may treat that generated mesh as a new source. If the exact pre-installation mesh cannot be identified, do not force-delete generated assets; recover from a backup or compare against a clean copy of the avatar.
If the Generated folder was deleted and the Body disappeared
Base or Full Pack Setup may save a generated Body Mesh with an additional sweat submesh under Assets/CookiTools/Generated/<AvatarName> and assign it to the Body Renderer. Manually deleting that folder, or the entire parent CookiTools folder, can remove the Mesh asset still referenced by the Body and make the Body disappear. Deleting only the Assets/CookiTools/RealSweatSystem product folder normally leaves the generated Mesh in its separate folder; first reimport the same package version you own.
- Exit Play Mode and back up the current avatar. Even after reimporting the product files, do not press [Install / Update] yet.
- Using the original avatar Prefab or a pre-installation backup, restore Skinned Mesh Renderer > Mesh on the Body to the exact Mesh used immediately before RealSweatSystem was installed. When possible, Revert only the Prefab Mesh property.
- If additional sweat targets were installed, restore each target Mesh too. If the Body or additional-target Materials array still contains Missing or RealSweat slots, restore its original references, order, and slot count from the same backup.
- To keep using RealSweatSystem, import every Base/Effects module you own at the same version and press [Install / Update]. To remove it, keep the original Mesh assigned and use [Uninstall].
If you cannot identify the exact original Mesh, do not assign a guess or press [Install / Update] while the Mesh is Missing. Compare against a pre-installation backup or a clean copy of the avatar without RealSweatSystem.
Reinstall or update
- Import the intended current package or packages over the existing files. For an update from 1.x, do not uninstall first or delete the existing
RealSweatobject orAssets/CookiTools/Generated; follow Updating from 1.x. - Keep Base and Effects on the same exact version when both are installed.
- Open the Install tab in
CookiTools → RealSweatSystem → Setup/Uninstall. - Confirm Avatar, the Sweat on field, Advanced Settings > Sweat Target, and experimental additional targets.
- Press [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 press [Install / Update] again. This adds a module, so it asks for that module's purchase activation (Purchase Activation). 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. Restore unsupported manual changes from your backup.
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
Show Breath in your own first-person view
Breath being hidden from the wearer's first-person view is the normal default. To see it yourself, enable Show My Breath in First Person in Tuning under Effect Details > Breath, then press Apply to FX. It requires a valid Head bone and a Modular Avatar version that includes MA Visible Head Accessory; if it reports that MA Visible Head Accessory is unavailable, update Modular Avatar in VCC.
Build and verify the result in VR, not only in Gesture Manager. The particles can overlap the face or camera at some avatar scales, which is why the option is off by default.
Keep sweat off selected body areas
- Create a grayscale texture that matches the Body's UV0 layout. Paint areas where sweat may appear white and areas to exclude black.
- Select the generated RealSweat object and open Surface Sweat Settings > Surface Masks and Per-Mesh Settings > Body Surface Spawn Mask in Tuning.
- Assign the texture to Spawn Mask. Mask Strength becomes
1; lower it for a partial effect. - Under Mask Advanced, adjust Threshold and Softness if the border needs refinement. Invert Mask reverses the result.
The change applies to the sweat materials at once. The same mask is also in the sweat material inspector at Distribution > Spawn Mask (White = Spawn), which reads the red channel. It limits where attached droplets, wet film, and Tess displacement are generated.
To hide the complete final surface result in an area, including trails, sheen, and Tess displacement, use Body Surface Display Mask in the same place. Import it with sRGB (Color Texture) Off for accurate grayscale values. Neither mask affects the Falling Drops, Floor Stains, Breath, or Body Steam particles.
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 sweat material used by the Body. Do not edit the original skin material.
- In Quick Setup, record the current Sweat Amount (Preview) (
_DropletAmount) and set it to0. - Restore the recorded value before normal testing or upload.
The in-game menu drives this value, so Play Mode animations control the runtime value. It is different from using Hide Skin Sweat or Sweat Display + Sweat 0% in the VRChat menu. Do not remove a generated material slot. If Droplet Depth is installed, apply the same temporary value to both generated Tess and No Tess materials.
Calm the glint or the running droplets
In the generated sweat material's inspector, Quick Setup > Glint Size and Glint Strength change the light's glint on the droplets (both 1.5 by default; 1 gives a calmer look), and Quick Setup > Sweat Flow sets how many droplets run (0 keeps them in place, 2 lets most of them run). Reset Look puts the look values back to the defaults.
Information to include in a support report
In the Setup window's Troubleshooting tab, Copy Support Info (under When contacting support) copies versions, the avatar name, and the last results, so you can paste them into your message. Include the following as well:
- 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
- Sweat Style (Anime / Realistic) and Look (Flat / Depth (High Load))
- 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
Sweat Style / Look:
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