VRChat radial menu blendshape won't go to 100 or looks steppy for others (float sync and limits)
Quick fix
- Make one clip with the blendshape at 0 and one at 100, and blend them with a 1D blend tree (or Motion Time) driven by the float from 0 to 1
- Small steps for other players come from how floats sync - usually fine to leave as is
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What you see on screen:
(No error message - a blendshape on a radial slider doesn't reach the value you expect, or moves in steps for others)
What it means
A radial menu drives a float parameter from 0 to 1 (floats range from -1 to 1), and an animation maps that to the blendshape's 0-100. Floats sent to other players have 255 possible values (1/127 precision), so fine movement looks slightly steppy. Each synced float costs 8 bits out of the 256-bit total.
Common causes
- Trying to set the parameter straight to 100 (a float only goes up to 1)
- The animation isn't built from a 0 clip and a 100 clip
- Too many synced floats pushed the total over 256 bits
How to fix it
- Make one clip with the blendshape at 0 and one at 100, and blend them with a 1D blend tree (or Motion Time) driven by the float from 0 to 1
- Small steps for other players come from how floats sync - usually fine to leave as is
- If you have too many sliders, turn off Synced for the ones others don't need to see
Before you change anything, make a full copy of your project folder so you can go back.
Fix this automaticallyAvatar Setup Doctor adds a window to Unity. Press Diagnose and it lists what's wrong with your avatar project, why, and how to fix it - the paid version fixes many issues in one click. Free version available.
For this problem, it counts synced parameter usage as "xx / 256 bits".
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For this problem, it counts synced parameter usage as "xx / 256 bits".
Get Avatar Setup Doctor (Free version available)