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vrcsdkonlinux's Introduction

VRChat SDK Linux patch (New and improved)

Warning: By modifying the SDK you are violating the VRChat TOS. Do it at your own risk!

Now using Harmony to avoid DLL patches.

Installation

Unity package method

Import the corresponding unitypackage. If you are using the world SDK change steamapps path in SDK settings. If you are using the avatar SDK change the client path in SDK settings to the one in Editor folder.

Manual installation

  1. Import SDK.
  2. Download Harmony (https://github.com/pardeike/Harmony/releases) .NET 4.7 into Assets/Editor (Create if doesn't exist).
  3. Copy SdkPatchBase.cs into Assets/Editor.

If you are using the Avatar SDK 4. Copy AvatarSdkPatcher.cs into Assets/Editor 5. Select your steamapps folder location in SDK settings.

If you are using the World SDK 4. Copy WorldSdkPatcher.cs into Assets/Editor 2. Select VRChat.exe from this repo in SDK settings

Compatibility

The last checked version is 2022.1.1 but the patches should work on newer versions

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vrcsdkonlinux's Issues

SDK3 world builds fail due to filename case

In the latest worlds SDK version builds will fail inside VRCWorldAssetExporter.ExportCurrentSceneResource when the SDK attempts to copy/delete the world's VRCW file.

When the file is created, its name is made to be all lowercase, but this function doesn't account for that and as a result on case sensitive filesystems the build will fail.

Current openbeta avatar SDK is broken?

Hi, today I tried to use your script to script on the open beta avatar sdk available on their discord server (i have never tried using your script before btw):

But so first i get this when i run it

 ./patch.sh
Select SDK location: 
/home/naia/Unity/New Unity Project/Assets/VRCSDK
dos2unix: conversion du fichier Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelSettings.cs au format Unix…
dos2unix: conversion du fichier Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelAccount.cs au format Unix…
patching file Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelAccount.cs
patching file Dependencies/VRChat/Editor/ControlPanel/VRCSdkControlPanelSettings.cs
xdelta3: target window checksum mismatch: XD3_INVALID_INPUT
xdelta3: normally this indicates that the source file is incorrect
xdelta3: please verify the source file with sha1sum or equivalent

I have no idea if the xdelta3 error is expected or not, but that could be the reason why it don't seems to work, the DLL changed?

In unity I can set my steamapp folder, which I do, but when I click build and test, it build and nothing else happen, note that I have always done avatars on linux without knowing this script before so I have no idea what it's even supposed to do, but when i lauch the game, I have nothing news in my avatars tabs etc

Working SDK versions

Tested functional with 2019.4.31f1

  • World upload for Windows
  • World upload for Quest
  • Avatar upload for Windows
  • Avatar upload for Quest

Cannot build and test worlds

Hi,

Applied the GUIDPatch + vrchat.exe script

At the moment, I manually rename lowercased world in /tmp and publish it to test it but its sooo long and cumbersome

Got the following exception:

Export Exception - System.IO.FileNotFoundException: /tmp/DefaultCompany/Test World/scene-StandaloneWindows64-SampleScene.vrcw does not exist
File name: '/tmp/DefaultCompany/Test World/scene-StandaloneWindows64-SampleScene.vrcw'
  at System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) [0x000b6] in <eae584ce26bc40229c1b1aa476bfa589>:0 
  at VRC.SDK3.Editor.Builder.VRCWorldAssetExporter.ExportCurrentSceneResource () [0x00254] in <f06bb742fa724b42879c52360488bb7f>:0 
UnityEngine.Debug:LogError (object)
VRC.SDK3.Editor.Builder.VRCWorldAssetExporter:ExportCurrentSceneResource ()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportSceneResource ()
VRC.SDK3.Editor.Builder.VRCWorldBuilder:ExportSceneResourceAndRun ()
VRC.SDKBase.Editor.VRC_SdkBuilder:ExportSceneResourceAndRun ()

Any ideas ?

Worlds

A version for worlds might be useful too. I'd have done it as a pull request, but I couldn't work out how you generated the .dll diff files. For safety/maintainability, any chance we could get a quick breakdown of that process too?

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