Unity is actually pretty user-friendly when it comes to VR support! If you're using common VR headset brands, you can mostly just apply Unity's default presets. After that, the rest is really just down to the animator's workflow inside Unity.
Raif Wang
2026-02-21 07:23:13 +0000 UTC
"I don't have any plans for that at the moment! I explained my reasons regarding VRChat in another comment. As for selling just the base 3D models, I'll have to really think about it. After all, Azure, Zephyr, Pulse, and Shade feel like my own sons to me, so I'm very emotionally attached to them! XD
Raif Wang
2026-02-21 07:18:43 +0000 UTC
Not at the moment! For one, VRChat relies on a Humanoid system, which means getting animal legs to work right takes quite a bit of tweaking. Setting up all the Blendshapes and UI animation menus is also pretty time-consuming. On top of that, I'm a bit concerned about security. There used to be an issue with hackers stealing models in VRC. I'm not sure if it's still happening, but I'd rather play it safe for now.
Raif Wang
2026-02-21 07:11:24 +0000 UTC
oh my gosh how you do this? be able to bring your own animation to vr test woahh
Lucario Gaming626
2026-02-21 05:31:26 +0000 UTC
Goshi
2026-02-21 04:32:16 +0000 UTC
It’s too peak🥹
Thomaslunes
2026-02-21 03:11:00 +0000 UTC
This is really a big project! btw Will you bring Azure to VRChat?