n72 Avatar ToolkitOfficial Guide
Official Documentation

n72 Avatar
Toolkit

Organize your workspace × support your avatar edits

n72 Avatar Toolkit is a Unity Editor extension that organizes the assets and avatars accumulated during VRChat avatar editing while supporting Menu, Material, Texture, Toggle, and performance checks in one place.

Price: ¥1,000

Current Version:1.1.2

Product Overview

Introduction Video

See the Toolkit's features and workflow in the video.

Watch on YouTube ↗
Personal support when you need itIf you get stuck during setup or notice unexpected behavior while editing, we can look at your situation with you. Copy a diagnostic report from the Toolkit's Home screen and send it to Discord with screenshots and Console errors.How to get support →
01 / Find and organize

Organize Your Workspace

Keep your growing collection of assets and edited avatars easy to find when you need them.

02 / Edit your avatar

Avatar Editing Tools

Manage menus, appearance, and performance in one Toolkit.

Before Purchase

What to check before purchasing

Please review the Required Environment, installation steps, and Terms of Use before purchasing. Required packages depend on the features you use.

Read Basic Usage →
Getting Started

Required Environment

Before buying or installing, check your Project environment and the packages needed for the features you plan to use.

UnityTested with 2022.3.22f1. Install into a VRChat avatar Project.
VRChat SDK - AvatarsTested with 3.10.5. Install the Avatars SDK into your VRChat avatar Project.
Modular AvatarTested with 1.18.7. Required for features that use Modular Avatar, such as reading menus and generating toggles.
lilToonTested with 2.3.4. Install it in your Project when using lilToon materials with Material Manager.
About the tested environmentThese versions were tested together with Version 1.0.0. This does not guarantee operation with other versions. Check the packages needed for your features before purchasing, and back up your Project before making changes.
Getting Started

Installation

For the first installation only, import the package purchased and downloaded from BOOTH into your Unity Project. Subsequent updates are handled entirely in Unity.

1
Import the purchased package once

Extract the ZIP downloaded after purchasing on BOOTH on your computer. Open the enclosed .unitypackage in Unity and import it. You can also select it from Assets → Import Package → Custom Package in Unity.

2
Wait for compilation

Wait for Unity's import and compilation to finish, then check the Console for errors.

3
Open the Toolkit

In Unity's top menu, choose n72room → Avatar Utility to open n72 Avatar Toolkit.

After installationRead Basic Usage before using the tools, then select your avatar in Hierarchy. You do not need to import the purchased package again for later updates.
Getting Started

Basic Usage

Select the avatar you want to work on in Hierarchy, then open the feature you need from Home.

1
Place the target avatar in Hierarchy

Select the Avatar Root in the Scene's Hierarchy, not a Prefab asset in Project. If it is stored in the Library, return it to Hierarchy first.

2
Select the avatar in the Toolkit

Drag the Avatar Root from Hierarchy into the target avatar field, or select it there.

3
Switch display modes

Simple view is for everyday tasks. Detailed view exposes additional information such as menu structure and asset paths. Available details vary by feature.

4
Open the feature tab

Check the target and selected changes in each tab before applying them. See each feature's documentation for detailed steps and cautions.

TipsBack up your Project before changing materials or textures, and check which assets and avatars will be affected.
Material Manager

Material Manager

Select settings from a source material and apply them to target materials. Unsupported settings are skipped automatically.

Apply settings in bulkApply base color and transparency, shadows, rim shade, emission, normals, backlighting, gloss, and more together.
Supports lilToon featuresSelect MatCap, rim lighting, glitter, outlines, UV, distance fade, Dissolve, and other settings individually.
Choose multiple materialsSee the materials used by your avatar and apply changes only to those you select.
Undo the last changeThe previous settings are retained so you can restore them. Applying directly to a shared Material asset can affect other avatars; check the scope first.
Find where a material is usedHover over a material name to see the Objects, Renderers, and Material Slots using it in the current avatar. All uses are listed when it is shared by multiple Objects.
Highlight in Scene ViewHighlight the mesh regions using the selected material. This is a visual aid and does not change the original Material or Renderer settings.
1
Choose a source material

Select the material whose settings you want to copy.

2
Choose settings to apply

Select only what you need, such as color or shadows.

3
Choose target materials

Check the materials you want to change in the list.

4
Apply

The source material is not changed, and unsupported settings are skipped automatically.

Reading the usage listHover over a material name to see where it is used. Example: Bind Hair_kuuta > front / SkinnedMeshRenderer / Slot 0. Detailed view also shows the Shader name and Ping.
About “Apply only to this avatar”When enabled before applying, the Toolkit creates materials dedicated to this avatar. It leaves the original Material assets unchanged and replaces references only within this avatar with the copies before applying settings. This helps prevent unintended changes to other avatars sharing the same materials. We recommend leaving it ON in most cases.
Texture Manager

Texture Manager

Review textures used by the selected avatar and adjust compression and Import Settings such as Max Size to help reduce resource use.

List used texturesCollect and display textures actually referenced by the avatar.
Change Max Size in bulkSet selected textures to 2048, 1024, 512, or another available size together.
Check source resolutionCompare the source image resolution, current Max Size, and proposed setting.
Restore previous settingsRecord the Max Size before Toolkit changes and restore it when needed.
1
Refresh the texture list

Load textures used by the selected avatar.

2
Select textures to change

Select individual textures or use Select All.

3
Set the new Max Size

Choose one size for all selected textures or set sizes individually.

4
Apply changes

Only Import Settings change; the source image files are left intact. This can help reduce resource use.

Textures at 4096 or aboveThese are easy to identify in the list. Reducing them to 2048 or below may save download size and VRAM; check the appearance as you go.
Detailed viewDetailed view also shows Asset Paths so you can locate and organize textures.
Toggle Builder

Toggle Builder

Create Object or Material toggles, with Animation Clips, an Animator, and an Expressions Menu generated together.

Show / hideSwitch multiple Objects, such as accessories or clothing, ON/OFF with one Toggle.
Object A / B switchSwitch between two sets, for example A when ON and B when OFF.
Material A / B switchSwitch a selected Renderer's Material Slot between A and B. Multiple targets are supported.
Edit / delete / repair referencesEdit toggles created with n72 Avatar Toolkit later, and use repair assistance for missing references.
1
Choose a toggle type

Select Show/Hide, Object A/B, or Material A/B.

2
Select Objects / Materials

Drag the targets from Hierarchy to configure them.

3
Set the menu name and default state

Choose the name shown in VRChat and its initial state.

4
Create

Automatically generate Animation Clips, an FX Animator Controller, MA Merge Animator, Menu Item / Installer, and a Bool Parameter.

Menu Manager integrationThe result can be uploaded on its own immediately. Open Menu Manager to see it as a merge candidate.
Performance Check

Performance Check

Before uploading, check major performance factors including Textures, Material Slots, PhysBones, Particles, and Lights together. Identify areas with high counts to decide where to start optimizing the avatar.

TextureSee the estimated memory use and number of textures, then jump directly to Texture Manager.
Material SlotsSee total Material Slots and a breakdown of Renderers with multiple slots.
PhysBoneSee PhysBone counts grouped by parent Object directly under the avatar.
Particle / LightCheck Max Particles, Collision, Trails, Realtime Lights, Shadows, and more.
Scope of this checkThis is a helper for examining the avatar before AAO optimization is applied.
When using AAOIf Avatar Optimizer is installed, build-time optimization may make the final values in VRChat different from these figures.
About Simple / Detailed viewsPerformance Check does not separate its information by display mode; all necessary data remains visible.
Avatar Library

Avatar Library

Store edited avatars in the Library to clear Hierarchy. Manage clothing and modification variants in one list, and return them to Hierarchy only when needed.

Store an avatar in the LibrarySave the current avatar setup as a Prefab and optionally remove it from Hierarchy.
Manage thumbnailsWhen storing an avatar, choose to capture the current Scene View or select a PNG/JPG image. The image is saved in an optimized form for Library display.
Browse avatars and their hierarchySelect an avatar from the horizontally scrolling list at the top of the Library. See its name, Blueprint ID, save time, and Hierarchy tree; expand only the branches you need.
Return / return a copy“Return to Hierarchy” takes the avatar out of the Library. “Return a Copy” keeps it stored and makes a copy in Hierarchy.
Manage Blueprint IDsWhen returning a copy, choose whether to retain its Blueprint ID or remove it and treat the copy as a new avatar.
Categories / foldersOrganize saved avatars into folders and nested folders. All and Uncategorized are always available. Add a category with +, and right-click an avatar thumbnail to change its category.
Check Missing ScriptsThe Toolkit detects Missing Scripts in an avatar before storage and shows a warning. The list shows each affected Object's location in Hierarchy and its missing component count.
1
Select the avatar

Select the Avatar Root in Hierarchy.

2
Store the current avatar

Click “Store Current Avatar.”

3
Set a thumbnail

In the dialog, capture the current Scene View or select an image.

4
Save to the Library

Optionally clear the current avatar from Hierarchy.

5
Return it when needed

Choose “Return to Hierarchy” or “Return a Copy” to place it back in Hierarchy.

How the return options differ“Return to Hierarchy” removes the avatar from the Library and restores it to Hierarchy; the Library entry disappears. “Return a Copy” creates a copy in Hierarchy while keeping the Library entry. You can choose to retain the Blueprint ID or treat the copy as a new avatar.
Manage categoriesRename or delete categories. Deleting a category does not delete its avatars; they move to Uncategorized.
If a Missing Script is foundSelect the affected Object from the list and inspect “Missing (Mono Script)” in Inspector. Remove an unneeded Missing Script, or restore its required Package/Script before storing the avatar.
Be careful with Blueprint IDsUploading an avatar with the same Blueprint ID can overwrite an existing avatar. To publish it separately, choose the new-avatar option when returning a copy.
Asset Organizer

Asset Organizer

Use labels, NEW badges, and thumbnails to make Assets in Project and GameObjects in Hierarchy easier to find.

Manage labels in Project and HierarchySet preset or custom labels on Project Assets and folders, as well as GameObjects in Hierarchy. If the parent folder is a shop name, organize at a labelable level such as the product folder.
NEW badgesAfter importing a Package, identify new parent folders and individual products with a NEW badge.
ThumbnailsRegister thumbnails using product-page URLs so folders are easier to recognize at a glance.
Multiple products from one shopDisplay and manage multiple items from the same shop individually.
Follow moves and renamesOrganization data follows Assets when you move or rename them.

Set labels in Project

1
Select a folder in Project

Select the folder or product you want to organize.

2
Set a label in the bottom panel

Choose a preset or custom tag from the Label controls at the bottom.

3
Set a thumbnail from the image at the top

Click the image area at the top to register a thumbnail, including one from a product-page URL.

Set labels in Hierarchy

Hierarchy: press and hold a GameObject for about one second to set a labelA normal click still selects the GameObject; dragging still moves it.
1
Point at a GameObject

Find the GameObject you want to label in Hierarchy.

2
Left-click and hold for about one second

Keep holding to open the label settings popup.

3
Choose a label

Select a preset or custom label. To change it later, press and hold the GameObject again.

4
Check the display

A small colored label appears immediately after the GameObject name.

Interaction and displayDragging cancels the press-and-hold action. You can also set labels from the right-click menu. If a long name would overlap another tool's display on the right, the label is hidden. To change a label, press and hold the GameObject rather than clicking the displayed label.
Organization does not change your source dataLabels do not change GameObject names or the Hierarchy structure. Project organization does not move physical files or folders.
Updates

How to Update

After the first installation, update checks and installation happen entirely in Unity.

1
Purchase and download once from BOOTH

Get the purchased package from the BOOTH product page.

2
Import the purchased package

Follow the installation steps to add it to your Unity Project.

3
Automatic checks in Unity

The Toolkit checks for the latest version when Unity starts and every 30 minutes afterward. It shows a notice at the top only when a newer version is available.

4
Click “Update”

Click “Update” in the notification.

5
Automatic download and installation

The Toolkit downloads and applies the update. Wait for Unity to finish recompiling.

6
Update complete

After recompilation, the latest Toolkit is ready. You do not need to manually download, extract, or replace an update ZIP.

No update notice?The update area is hidden when you have the latest version. A retry button appears only if checking for updates fails.
Data retained during updatesAvatar Library entries, thumbnails, categories/folders, Generated data, generated Materials, and other user data are preserved.
Before updatingIf you edited the Toolkit's .cs files directly, an update may overwrite your changes. Back up your Project first as a precaution.
Updates

Update History

Changes since the official release are listed here.

Version 1.1.2

Major Avatar Library improvements
  • Reorganized the layout and category UI
  • Added category reordering, editing, and deletion
  • Added notes for each avatar
  • Improved registration and category assignment
Material Manager enhancements
  • Added saving, loading, and deleting material presets
  • Added preset name and GUID storage
New performance features
  • Added SceneView lightweight mode
  • Added FPS comparison between normal and lightweight modes
UI / English display improvements
  • Added a user survey link to Home

Version 1.1.1 — Japanese / English Support

What's New

Switch the Toolkit UI between Japanese and English. Features, warnings, confirmation dialogs, and the updater now support English. The English User Guide and official documentation are available, and layouts, button widths, and text display have been adjusted for English.

How to Change the Language

Use the Japanese / English buttons in the upper-right corner of the n72 Avatar Toolkit window. Your selection is saved and remains in effect after restarting Unity.

How to Update

If the Toolkit is already installed, select “Update” from its notification in Unity to install Version 1.1.1. You do not need to download, extract, or replace an update ZIP manually.

New Installations

Download the latest package from BOOTH and import it into your Unity Project.

Version 1.0.0 — Official Release

Included in this release

n72 Avatar Toolkit brings workspace organization and avatar editing support together. It includes Asset Organizer, Avatar Library, Menu Manager, Material Manager, Texture Manager, Toggle Builder, and Performance Check.

Updates

After the first installation, check for new versions and update from a notification in Unity.

Support

Troubleshooting

Start with the symptoms below. If the issue persists, include a Diagnostic Report when contacting support.

Toolkit does not open

SymptomIt cannot be opened from the menu.Possible causesImport or compilation has not finished, or the Console shows errors.CheckCheck Unity's progress and the Console.FixWait for completion, address the Package causing the error, then open n72room → Avatar Utility again.

Cannot select an avatar

SymptomThe target field does not accept the avatar.Possible causesA Prefab asset from Project was selected.CheckCheck whether the avatar is in Hierarchy.FixSelect the Avatar Root placed in the Scene's Hierarchy.

Cannot store an avatar in the Library

SymptomA warning appears before storage.Possible causesThe avatar may contain a Missing Script.CheckCheck the affected Objects listed in the warning and the Console.FixRestore the required Script or remove an unnecessary Missing Script, then try again.

A Missing Script is present

SymptomA Missing Script is detected during storage.Possible causesA related Package is missing or a Script was deleted.CheckSelect the Object in the list and look for “Missing (Mono Script)” in Inspector.FixRestore the Package or remove the unnecessary Component.

A material changed on another avatar

SymptomThe appearance of multiple avatars changed.Possible causesThe changes were applied directly to a shared Material asset.CheckCheck whether both Renderers reference the same Material.FixRestore the change; next time, enable “Apply only to this avatar” and apply to dedicated Materials.

Menu / Parameter error

SymptomA warning appears during merging or upload.Possible causesCapacity limit, missing Parameter, or type conflict.CheckCheck Menu Manager's Detailed view and the Console.FixResolve the affected Parameter's capacity, name, or type, then apply again.

Cannot update

SymptomChecking or applying an update fails.Possible causesNetwork failure, or Unity is importing/compiling.CheckCheck the retry button and Console errors.FixCheck your connection and Project state, then try again. If it continues, send a diagnostic report.

Support

Diagnostic Reports and Personal Support

After purchase, you can ask for help with installation, operation, or unexpected behavior while editing through Discord. Create a diagnostic report from the Toolkit's Home screen so we can review your situation together.

1
Home → Diagnostic Report

Use “Copy Diagnostic Report” or “Save Diagnostic Report.”

2
Review the contents

The report is designed not to record your username, PC name, absolute Project path, Avatar/Object/Material names, or URLs. Potential personal information in error logs is masked.

3
Send it to Discord support

Use “Open Discord Support” from Home and include the report, screenshots, and Console errors.

About the diagnostic reportIt helps review environment information such as Unity, VRChat SDK, Modular Avatar, lilToon, and Avatar Optimizer, along with n72 Avatar Toolkit's status.
Before sendingAutomatic masking is applied, but please review the contents once before sending them to support.
Support

Discord

For bugs or usage questions, open the support server with “Open Discord Support” on the Toolkit's Home screen.

1
Save or copy a diagnostic report

Get it from the Toolkit's Home screen and review its contents.

2
Prepare screenshots and Console errors

Include a screen showing the issue and any error messages.

3
Open Discord Support

Use the Home button, then send the information with steps to reproduce the issue.Open support Discord ↗

Review what you shareThe report is designed not to record names or absolute paths. Check screenshots and Console logs for sensitive information before sending them.
Support

FAQ

Frequently asked questions about purchase, installation, usage, updates, and support. More entries may be added.

Before purchase

What environment do I need?

See the Required Environment and the BOOTH product page.

Installation

Where do I open it?

After import and compilation in Unity, open n72room → Avatar Utility.

Usage

Which avatar should I select?

Select the Avatar Root in the Scene's Hierarchy. See Basic Usage for the steps.

Updates

Do I need to import a ZIP for every update?

Usually not. When a newer version is available, click “Update” in Unity's notification.

Support

What should I include when reporting a bug?

Include a diagnostic report, screenshots, Console errors, and steps to reproduce it.

Information

Terms of Use

Before purchasing or using the product, check the permitted uses and restrictions.

Permitted useThe purchaser may use it in their own VRChat avatar editing and creation environment.
No redistribution or resaleYou may not redistribute, repost, or sell the product or extracted parts of it.
Liability and changesThe creator cannot accept responsibility for problems or damages arising from use of the product. Terms and product specifications may change as needed.
Where to find the official terms and sales conditionsThis page summarizes the main points. For the latest full terms and sales conditions, see the BOOTH product page ↗. The terms on that product page govern purchases and use.
A Toolkit that grows with feedback from its usersNo name is required. You can anonymously share what was unclear, behavior you noticed, requested features, and suggestions for improvement.
Feedback

User Survey

If you have used n72 Avatar Toolkit, we would appreciate your impressions and suggestions. Taking the survey is optional.

Please enter your feedback.
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