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Uno Jul 29, 2021 @ 8:51pm
Unity keeps creating new prefabs everytime i try to build and publish an avatar
same as title, its annoying and the internet doesnt know so im posting here to see if anyone has any idea as to why this is happening. Yes i've detached the blueprint ID but it keeps reattaching along with it creating a new prefab in the process.
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Showing 1-15 of 26 comments
Mio Rin Jul 30, 2021 @ 12:54am 
The prefab file is the built avatar, ready for upload.
Every time you build an avatar (with or without an ID), a prefab file with a corresponding blueprint ID gets created if one does not exist. Otherwise, it will overwrite the existing one.
When it's done uploading, you can safely delete the local prefab file if you're low on disk space.
FemboyBlake Aug 29, 2022 @ 4:57pm 
did you ever find a fix for this im having the same issue and would really appreciate the help
Uno Oct 26, 2022 @ 11:59pm 
Originally posted by Mio Rin:
The prefab file is the built avatar, ready for upload.
Every time you build an avatar (with or without an ID), a prefab file with a corresponding blueprint ID gets created if one does not exist. Otherwise, it will overwrite the existing one.
When it's done uploading, you can safely delete the local prefab file if you're low on disk space.
english plz
Mio Rin Oct 31, 2022 @ 4:51pm 
Originally posted by Uno:
Originally posted by Mio Rin:
The prefab file is the built avatar, ready for upload.
Every time you build an avatar (with or without an ID), a prefab file with a corresponding blueprint ID gets created if one does not exist. Otherwise, it will overwrite the existing one.
When it's done uploading, you can safely delete the local prefab file if you're low on disk space.
english plz
That is in English.
If the explanation is not satisfactory, I highly suggest you peruse the documentation for both Unity, accessible from the 'Help' menu in the program, and the VRChat SDK, which can be accessed through their website.
Ormr Dec 10, 2022 @ 8:44pm 
Originally posted by Mio Rin:
Originally posted by Uno:
english plz
That is in English.
If the explanation is not satisfactory, I highly suggest you peruse the documentation for both Unity, accessible from the 'Help' menu in the program, and the VRChat SDK, which can be accessed through their website.

It's not 'satisfactory' because I don't think you understand what they're asking. I ended up here trying to help a friend with what I believe is a similar issue. It is infinitely creating prefabs without ever getting past that point. No prefab errors, no crashing, no mono scripts, forever creating prefabs without ever locking any unlocked materials, or giving you the option to name and upload. Nothing. OP obviously doesn't understand half of what you're saying and it takes two minutes to break it down, or maybe even ask them to elaborate on the issue instead of riding on whatever high horse you have. You sound terribly obnoxious and like every other commenter on posts like this that boil it down to "get good, kid"

As for OP, I'm working on finding a solution in case you never did. I'll update you as soon as I do to help any other people who may be struggling as well.
Mio Rin Dec 13, 2022 @ 4:50pm 
Originally posted by ChoyBoxx:
Originally posted by Mio Rin:
That is in English.
If the explanation is not satisfactory, I highly suggest you peruse the documentation for both Unity, accessible from the 'Help' menu in the program, and the VRChat SDK, which can be accessed through their website.

It's not 'satisfactory' because I don't think you understand what they're asking. I ended up here trying to help a friend with what I believe is a similar issue. It is infinitely creating prefabs without ever getting past that point. No prefab errors, no crashing, no mono scripts, forever creating prefabs without ever locking any unlocked materials, or giving you the option to name and upload. Nothing. OP obviously doesn't understand half of what you're saying and it takes two minutes to break it down, or maybe even ask them to elaborate on the issue instead of riding on whatever high horse you have. You sound terribly obnoxious and like every other commenter on posts like this that boil it down to "get good, kid"

As for OP, I'm working on finding a solution in case you never did. I'll update you as soon as I do to help any other people who may be struggling as well.
Well, how about both of you relay to us the output of the console when you try to upload?
Specifically, we're looking for warnings and errors.

Because right now, all we have is "Car won't start. It's blue."
Last edited by Mio Rin; Dec 13, 2022 @ 4:52pm
did anyone ever find a solution to this? I'm having the same issue.

Whenever I try to upload an avatar (Build & Publish), it creates a prefab of the avatar in assets and it's getting a little annoying.
EmperorNeko63 Jan 13, 2023 @ 11:51am 
Although I didn't find a solution. I think the error has something to do with the blueprint id. I already have the avatar I want to update uploaded in its PC version.
It says that the prefab.unity3d does not exist. I haven't gotten farther than this as I am still learning Unity.
emarshall61979 Jan 17, 2023 @ 5:22pm 
I am having this problem as well, there are no errors, the blueprint has been detached, and all it does is create a prefab. anyone figure this out yet?
Aries Villanite Jan 28, 2023 @ 4:54pm 
Running into the same thing here. Anyone ever find a specific solution to this? I feel like the last time I ran into it, I just started the whole project over from scratch, and somehow that helped, but it'd be super nice to know what actually causes this...

FileNotFoundException: LOCALPATH/AppData/Local/Temp/DefaultCompany/UNITYPROJECTNAME/prefab-id-v1_avtr_fffffff-ffff-ffff-ffff-ffffffffffff_0000000000.prefab.unity3d does not exist System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) (at <eae584ce26bc40229c1b1aa476bfa589>:0) VRC.SDK3.Builder.VRCAvatarBuilder.ExportCurrentAvatarResource (UnityEngine.Object avatarResource, System.Boolean testAsset) (at <c743e9dd06784844a4844749da7552a5>:0) VRC.SDK3.Builder.VRCAvatarBuilder.ExportAndUploadAvatarBlueprint (UnityEngine.GameObject externalReference) (at <c743e9dd06784844a4844749da7552a5>:0) VRC.SDKBase.Editor.VRC_SdkBuilder.ExportAndUploadAvatarBlueprint (UnityEngine.GameObject externalReference) (at <dcef310fc5d140049d7f870c2128a7b3>:0) VRC.SDK3.Editor.VRCSdkControlPanelAvatarBuilder3A.OnGUIAvatar (VRC.SDKBase.VRC_AvatarDescriptor avatar) (at Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder3A.cs:582) VRC.SDKBase.Editor.VRCSdkControlPanelAvatarBuilder.ShowBuilder () (at Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanelAvatarBuilder.cs:159) VRCSdkControlPanel.ShowBuilders () (at Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanelBuilder.cs:329) VRCSdkControlPanel.OnGUI () (at Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanel.cs:214) System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <eae584ce26bc40229c1b1aa476bfa589>:0) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <eae584ce26bc40229c1b1aa476bfa589>:0) UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at <a259d3c004024353a2c217da97495055>:0) UnityEditor.HostView.Invoke (System.String methodName) (at <a259d3c004024353a2c217da97495055>:0) UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <a259d3c004024353a2c217da97495055>:0) UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <a259d3c004024353a2c217da97495055>:0) UnityEditor.DockArea.OldOnGUI () (at <a259d3c004024353a2c217da97495055>:0) UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.EventDispatcher.OpenGate () (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <b6a7e1825c0b45d3b0729282e86cc687>:0) UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <344226e341014466b33f0c0fa34fcef5>:0)
Last edited by Aries Villanite; Jan 28, 2023 @ 4:58pm
libby Jan 31, 2023 @ 11:01pm 
I am still having this problem, I click the "Build and Publish for Windows" button and it loads for like a second, then creates another prefab id that goes into the assets folder and nothing else that is supposed to happen (such as the actual uploading of the avi) happens. It only happens on certain avatars, and I haven't been able to replicate it. It is seemingly random. I hope that there is a fix found soon!
CivilV1per Feb 2, 2023 @ 11:38am 
Originally posted by Uno:
same as title, its annoying and the internet doesnt know so im posting here to see if anyone has any idea as to why this is happening. Yes i've detached the blueprint ID but it keeps reattaching along with it creating a new prefab in the process.
I know this is an old post but it might help any others in this situation below. I just this problem in Unity and managed to fix it. Try clicking Assets on the left hand side in 'Project', click 'Gesture Manager', then right click on 'Scripts' and delete it. That should work and allow you to upload :)
VenomousYT Feb 11, 2023 @ 9:18pm 
Originally posted by Zer0Lj:
Originally posted by Uno:
same as title, its annoying and the internet doesnt know so im posting here to see if anyone has any idea as to why this is happening. Yes i've detached the blueprint ID but it keeps reattaching along with it creating a new prefab in the process.
I know this is an old post but it might help any others in this situation below. I just this problem in Unity and managed to fix it. Try clicking Assets on the left hand side in 'Project', click 'Gesture Manager', then right click on 'Scripts' and delete it. That should work and allow you to upload :)
Ok I am not seeing the gesture manager so what else could it be?
raccoon Mar 4, 2023 @ 4:39am 
Found a fix yet?
Kapu Mar 7, 2023 @ 5:14pm 
honestly the issue i had with it was the avi already had an sdk in it and thats usually the problem remove the sdk
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