VRChat SDK3 / Avatars 3.0 · Rust monorepo · MIT or Unlicense
Tools for the files a VRChat avatar is made of.
avatar reads, diagnoses, fixes, lints, generates, and previews the binary FBX and Unity
YAML an SDK3 avatar is built from — then drives the uploaded avatar over OSC. No Unity in the
loop until you build & upload; every command runs offline and takes --json.
New in the inspector: the in-browser Avatar inspector now
opens your .fbx in a 3D viewer with skeleton and skin-weight overlays next
to the humanoid rig check and performance rank. It runs the real Rust diagnose graph as WebAssembly
— the file never leaves your machine.
The pipeline
Every tool sits at one point on the path from a raw export to a live avatar. Click a step to jump to
its reference.
Preview sits alongside the whole chain: avatar render /
avatar view draw the avatar, a world, or the avatar at the world's spawn without Unity.
The full picture is on How it stacks.
The crates build green and are covered by tests (synthetic fixtures in CI, sample-gated real assets on
the self-hosted runner), generated assets pass a headless Unity import-acceptance gate, and a real SDK2
avatar has been migrated, built, and uploaded to VRChat with these tools. Still: expect rough edges,
verify in Unity before you rely on output, and treat APIs, CLI flags, and report formats as subject to
change.
In flight: the daemon's on-device OpenXR input backend and OSCQuery browse/resolve discovery. The
roadmap of record is PLAN.md; this site mirrors the committed docs under docs/.