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YUCP Creations edited this page Oct 20, 2025 · 3 revisions

YUCP Components Wiki


Heads up, this is VERY wip. I am missing pictures, and other components and stuff. If you have any questions, want features, or other stuff, head on over to https://yucp.club/ and join our discord!


Welcome to the YUCP Components documentation. This wiki provides comprehensive guides for all components, from quick start tutorials to deep technical details.

Table of Contents

Armature Components

These components handle automatic attachment and linking to avatar bones.

Mesh Components

These components manipulate meshes for optimized clothing and body hiding.

  • Auto Body Hider - Automatically hide body parts under clothing with GPU-accelerated detection
  • Auto UDIM Discard (BETA) - Detect UV regions and create UDIM discard toggles automatically
  • UV Discard Toggle (BETA) - Manual UDIM discard toggle for clothing/body coordination

Animation Components

These components generate animations automatically.

Input Components

These components handle input mapping and emulation.

Developer Tools

Tools for package creators and advanced users.

  • Package Exporter - Export Unity packages with obfuscation, dependencies, and batch processing
  • Developer Guide - Create your own YUCP-compatible components

Quick Reference

Installation

Via VCC (Recommended):

  1. Add VPM repository: http://vpm.yucp.club/index.json
  2. Open your project in VCC
  3. Install "YUCP Components" from the package list

Manual:

  1. Download .unitypackage from Releases
  2. Import into Unity
  3. Install VRCFury from https://vrcfury.com/download

Requirements

  • Unity 2022.3.x or later
  • VRChat SDK3 Avatars
  • VRCFury >= 1.0.0 (auto-installed via VPM)

Getting Started

  1. Add a component - Right-click your avatar object → Add ComponentYUCP → Select component
  2. Configure settings - Set up required references (body mesh, clothing, etc.)
  3. Build avatar - Components process automatically during build
  4. No extra setup needed - VRCFury handles all integration

Component Comparison

When to Use Each Armature Component

Component Best For Auto-Detects
Symmetric Armature Symmetric accessories (earrings, knee pads) Left/Right side
Closest Bone Dynamic accessories (piercings, tails) Nearest bone
View Position HUD elements, glasses, masks Eye alignment

When to Use Each Body Hiding Method

Component Best For Toggleable Multi-Clothing
Auto Body Hider General clothing with automatic detection Yes Yes
Auto UDIM Discard Multi-part outfits (detected regions) Yes Limited
UV Discard Toggle Manual control, simple outfits Yes Manual

Detection Method Comparison (Auto Body Hider)

Method Speed Accuracy Best For
Raycast Fast Good Tight-fitting clothing
Proximity Very Fast Fair Loose clothing, quick previews
Hybrid Medium Very Good General purpose
Smart Slow Excellent Complex multi-layer outfits
Manual Instant Perfect* Precise control (*when mask is correct)

Common Workflows

Basic Clothing Setup

  1. Add clothing to avatar
  2. Add Auto Body Hider to clothing object
  3. Assign Body Mesh and Clothing Mesh
  4. Click "Generate Preview" to test
  5. Enable "Create Toggle" for menu control
  6. Build avatar

Multi-Layer Outfit Setup

  1. Add all clothing pieces to avatar
  2. Add Auto Body Hider to each piece
  3. All pieces reference the same Body Mesh
  4. Enable "Optimize Tile Usage" for tile efficiency
  5. Components automatically coordinate UDIM tiles
  6. Overlap tiles created for layered regions
  7. Build avatar

Custom Attachment Setup

  1. Position accessory where you want it
  2. Add appropriate attachment component
  3. Configure filters if needed (Closest Bone only)
  4. Build avatar - component handles the rest

Performance Tips

  • Use UDIM mode for toggleable clothing (no vertex deletion)
  • Use Mesh Deletion mode for permanent clothing (better runtime performance)
  • Enable GPU acceleration - Automatically used when available
  • Cache detection results - Automatic caching speeds up rebuilds
  • Optimize tile usage - Enable for multi-layer outfits to reduce UDIM tiles
  • Proximity detection - Fastest for preview generation
  • Smart detection - Most accurate but slower, recommended for final builds

Beta Components

Components marked as BETA are experimental and may have limitations:

  • Auto Grip Generator - Grip generation is functional but may need manual adjustments
  • Auto UDIM Discard - UV region detection works but may need manual tile assignment
  • Gesture Manager Input Emulator - Requires Game view focus for input detection
  • UV Discard Toggle - Works well but less automated than Auto Body Hider

Support & Resources

Changelog

See CHANGELOG for version history and recent updates.

License

MIT License - See LICENSE