Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The easiest way to fix this would be to change the shader you're using on the cape to one that turns backface culling off. Either choose a different shader, or alter the shader, adding "Cull Off". Examples can be found online regarding how to alter the shader. This does have a small performance impact, so try to avoid turning off backface culling except where you need to.
Another way to fix this issue could be to add an outline of width zero (assuming you don't want to see it). I've not tried this myself but have seen it mentioned.
Still another way to fix this issue in some circumstances is to duplicate the mesh and flip the normals on the duplicated mesh. This can be painful in VRChat, however, due to the poly limit.
I typically choose to alter the shader (I make a copy of the shader, append No Cull to the filename, and add the Cull Off directive to the shader in the appropriate location. I don't want to overwrite the original shader as I still use it everywhere else).
UPDATE: It worked! Thanks!