VRChat Avatar Dynamics Tutorial: Grab Prop Toggles Part 1&2

A guide to show how to use Phys Bones grabbing to toggle props. Use the video for the Unity demonstration, then test the avatar in a backed-up Creator Companion project before changing your main avatar.

Recommended Setup

Keep a clean Avatars SDK project open, confirm the avatar descriptor is present, then test the exact change before stacking more avatar features.

  1. Start from a backed-up Creator Companion project.
  2. Apply one Unity-side change at a time, then test the avatar before adding the next feature.
  3. Check the avatar descriptor, performance stats, and SDK warnings before upload.
VRChat note

Keep the current Creator Companion project, supported Unity version, Avatar Descriptor, expressions, and performance rank visible while following the video.

Playlist Companion

Creator: akalink
Watch on YouTube: https://www.youtube.com/watch?v=EfdC3TnCznY

Good Fit

Use this tutorial for the avatar edit shown in the video. Test in a duplicate avatar project first, then check descriptors, controllers, menus, parameters, materials, and performance before touching your main upload.

Before You Start

  • Confirm you are using the supported VRChat Unity version for the project.
  • Open the project through VRChat Creator Companion when possible.
  • Check for red Console errors before assuming the tutorial step is the problem.
  • Make a backup or duplicate scene before changing assets, controllers, prefabs, or SDK settings.

Follow-Along Checklist

  • Confirm the avatar has a valid VRC Avatar Descriptor before upload.
  • Watch expression parameters, menus, PhysBones, contacts, constraints, and material count as separate budgets.
  • Test the result in the SDK build panel and in VRChat, not only in the Unity preview.
Help! The video was made for an older SDK or Unity version.

Older tutorial UI labels can drift. Use the current SDK panels, Builder messages, and a private test upload before relying on the setup.

Help! The result works in Unity but not in VRChat.

Test in a built VRChat instance. Runtime permissions, networking, platform restrictions, and SDK validation can change behavior that looks fine in the editor.

Help! I want to apply this to a production project.

Rebuild it in a small copy first, then move only the confirmed pieces into the production avatar or world. That keeps tutorial experiments from becoming permanent project clutter.

Official References

Related Docs

Topics: avatars, physbones, avatar-dynamics