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Virtual Market 3 Booth Rules ver2019.07.03 日本語 Exhibitor Terms Conditions Regarding Booths The venues will host an average of 40 booths each. The idea is to create a busy, colorful ambience with booths of various designs lined up next to each other. Having a large number of booths in each venue, optimization will be vital in ensuring a smooth and enjoyable experience for the attendees. This section is made to ensure that optimization of each booth is kept to an acceptable standard. Before submitting the assets for your booth, please ensure that your booth passes all checks in accordance to these booth rules. Further details regarding the checking process can be found at the [Booth Regulation and Checking Manual] section scheduled to be released at a later date. Submitted booth assets that has failed the regulations check may be required to be resubmitted or removed from the event. Submitted booth assets that has passed the regulations check, but are resource intensive may be required to be resubmitted. Submission Deadline Submission deadline will vary depending on the booth type. Regular / Joint booths must be submitted by [10th August 2019]. Limit break booths must be submitted by [27th July 2019]. A private venue will be open from the 1st ~ 7th September for final checks. Requests for changes will not be entertained past this date. Booth rules introduction explanation (Archive) Video explaining the booth rules and specifics for each rule. Contents Regarding booths Submission Deadline A. Submission Techinical Requirements B. File Folder Formatting C. Scene Structure and Formatting D. Booth Requirements D’. Joint Booths D’’. Limit Break Booths E. Shader Requirements F. Components Avatar Pedestals World Specifications Update Log A. Submission Techinical Requirements Submitted assets must be prepared in Unity 2017.4.28f1 Ensure that you are using the latest VRCSDK version prior to submission Submit your assets using the provided tool Include all of the asset files under a folder with your group s ID. Set an empty gameobject as the parent to all objects in the hierarchy and rename said parent gameobject to your group s ID B. File Folder Formatting File and folder names can only include alphanumerical characters, hyphen [-], underscore [_], period [.] and parentheses [()]. Please ensure all files used within the project follow the above naming format. Please ensure all files addresses does not exceed 184 characters under the project s [Assets/] folder. Please ensure all files are in formats supported by Unity. C. Scene Structure and Formatting Parent all gameobjects under an empty gameobject renamed to your group s ID Under the parent gameobject, create 2 empty gameobjects, one Dynamic and another Static. Assign your gameobjects as children of either the Dynamic or Static gameobjects according to the following table GameObject Name Corresponding objects Static Settings (Apply to all child objects) Static Stationary mesh objects Dynamic Moving or interactable objects such as - Objects involved in animations (All animation types including component active/inactive, rotation, scaling, moving etc)- Active/Inactive toggle objects controllable by VRC_Trigger- Pickup objects- (Negotiable) Objects with Rigidbody component and IsKinematic unchecked- Particle System- Various objects containing the VRC_Trigger component ※1 Lightmap Static is recommended for objects with materials using the Standard shaders. ※2 Please disable Batching Static if it results in visual glitches/deformities D. Booth Requirements A regular booth is 4m wide, 4m deep and 5m tall. The origin of each booth space is set to the center, spreading out 2m both X and Z axes and 5m up in the Y axis. The front of the booth is aligned with the Z axis (Blue arrow in Unity). Maximum of 10 materials per booth. Including non-visible objects. Unity s built-in materials (e.g. Default UI materials) does not count towards this limit. No texture limits. Atlassing strongly recommended, however. Single larger (4k) atlassed texture preferable over mutiple smaller (1k~2k) textures. World upload size within 10MB. Size of a world with only the booth when uploaded to VRChat. Too many objects will cause the venues to stutter and lessen the experience for all attendees. As such, please follow the following guidelines for your booth When in play mode in Unity, SetPassCalls under 20. When in play mode in Unity, Batches under 30. In addition to regular booths, exhibitors can opt to make use of the central stage in [Virtual Factory | The Hangar]. Exhibitors will be able to showcase a scaled-up version of an exhibit model in the central stage. The central display will have a diameter of 10m and height of 18m. D’. Joint Booths Joint booths will come with 2x (8mx4mx5m) or 4x (16mx4mx5m) the space of a regular booth, depending on the number of participating groups. Material count, booth filesize, SetPassCalls and Batches count limits will be raised by 2x or 4x respectively. D’’. Limit Break Booths Limit break booths are used when your booth has to go over the imposed limits in certain areas like the material counts or Batches. Limit break booths will have certain objects within the booth hidden by default, only showing when players are nearby or when a button is pressed, and will return to being hidden once the players leave. A special prefab package will be sent to exhibitors with limit break booths. Limit break booths will have an earlier submission deadline (27th July 2019). The initial state of the booth with objects hidden must meet the regular booth limits. There is no limit for when every object is visible in limit break booths, but moderation and texture atlassing is highly recommended. Initially hidden objects can not have the ObjectSync component attached. Limit break booths that have missed the submission deadline (27th July 2019) will be treated as a regular booth. ※References A limit break booth sample have been prepared for reference. Please click on the URL below and click on the Launch World button to view it in VRChat. https //www.vrchat.net/home/launch?worldId=wrld_4bdd86d6-14c2-4bb0-a652-bac83530658a instanceId=14802~private(usr_1d3cd199-2bab-4151-8cec-10ccfef168af)~nonce(0748442b-1a3a-4a94-8637-84997dcce141)~canRequestInvite E. Shader Requirements The following shaders will be distributed along with the official submission tools. Cubed Unity Shaders ver0.26 Arktoon Shader ver1.0.2.4 Manmaru Shader MnMrShader 2.0 Unity-chan Shader 2.0.7.5 Reflex Shader 2.1.2 Unlit_WF_ShaderSuite 20190601_ForVket3 Please create backups of your shaders to prevent version conflicts or for fallbacks in case of shader modifications. In the case of custom shaders, please try to reduce the keyword count. Usage of _CameraDepthTexture is not allowed. F. Components Allowed components VRCSDK related VRC_Trigger Broadcast Type Local Trigger Custom OnInteract OnEnterTrigger OnExitTrigger OnPickup OnDrop OnPickupUseDown OnPickupUseUp Action Animation related ActivateCustomTrigger AudioTrigger PlayAnimation SetComponentActive SetGameObjectActive SetParticlePlaying SendRPC(SetAvatarUse) VRC_Object Sync Please use only the provided [PickupObjectSync] prefab. Contact us to inquire about other use cases. Objects with the ObjectSync component attached must remain active at all times. Allow Collision Transfer is not allowed. VRC_Pickup Please use only the provided [PickupObjectSync] prefab. Contact us to inquire about other use cases. Max of 5 objects. Contact us to inquire about higher pickup object counts. VRC_Tutorial Area Marker VRC_Audio Bank VRC_Avatar Pedestal Please only use the provided prefab. VRC_Ui Shape Physics and calculations related Rigidbody Contact us to inquire about usage of rigidbodies outside of the provided prefabs. Cloth Please try your best to reduce the performance cost for all cloth objects. Colliders Mesh colliders are not recommended. Please use other colliders to match the shape of the object. Contact us to inquire about non-stationary colliders. Colliders sticking out of booth bounds are forbidden. Dynamic Bone / Dynamic Bone Collider Rendering/Lighting related Skinned Mesh Renderer Please limit the bounds within the booth boundaries. Mesh Renderer / Mesh Filter Particle System Collision based rendering effects will significantly impact performance, please use it in moderation. Trail Renderer / Line Renderer Light Baked lights only. Contact us to inquire about realtime lights. Directional Lights are banned. Limit the range of the lights within reasonable distance from the booth. Light Probe Group Reflection Probe Custom only. Others Animator / Animation Moving bones will significantly impact performance, please use it in moderation. Using VRC_Pickup and/or VRC_ObjectSync in conjunction with Animator is not allowed. Usage of the [../] directory is not allowed. Realtime material swaps are not allowed. [Cull Completely] is recommended for Culling Mode settings, but may result in unexpected culling behavior. Audio Source Please only use the provided Audio Source prefab for the correctly tuned audio range. Audio loops will require a limit break application, with the audio source disabled by default. Canvas related Strongly suggested for use as billboards and signages. Usage of the distributed canvas prefab recommended. Banned components VRC_Station VRC_Mirror Contact us to inquire about the usage of other components. Avatar Pedestals Avatars displayed on VRC_Avatar Pedestal must follow the following limits. Max of 2 Skinned Mesh Renderers. Max of 6 Materials. Max of 32 Dynamic Bone Transforms Max of 2 Dynamic Bone Colliders Max of 70000 Polygons. World Specifications Objects in world VRC_Station VRC_Mirror Light Settings Varies between venues. Please refer to the distributed materials. Update Log 2019/07/03 B.1 File/Folder naming rules F.1-4.1.5 Animator recommended culling settings 2019/06/26 D.4.2 Built-in materials D.8 Virtual Factory | The Hangar central exhibition space F.1-1.2.4 Allow Collision Transfer rule addition 2019/06/19 A.1 Unity version update Avatar pedestal specifications 1, 2 and 3 updated to reflect VRC s official guidelines Avatar pedestal 5. Polygon count limits added 2019/06/13 A.5 Added scene setting requirements D”.8 Added limit break booth post deadline actions E.1.6 Unlit_WF_ShaderSuite version update 2019/05/29 Release
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原文:Audio Device Document 1.0(PDF) USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 36 4 Descriptors The following sections describe the standard and class-specific USB descriptors for the Audio Interface Class. 4.1 Device Descriptor Because audio functionality is always considered to reside at the interface level, this class specification does not define a specific audio device descriptor. For audio-only devices, the device descriptor must indicate that class information is to be found at the interface level. Therefore, the bDeviceClass field of the device descriptor must contain zero so that enumeration software looks down at the interface level to determine the Interface Class. The bDeviceSubClass and bDeviceProtocol fields must be set to zero. All other fields of the device descriptor must comply with the definitions in Section 9.6.1, “Descriptor” of the USB Specification. There is no class-specific device descriptor. 4.2 Configuration Descriptor In analogy to the device descriptor, an audio configuration descriptor is applicable only in the case of audio-only devices. It is identical to the standard configuration descriptor defined in Section 9.6.2, “Configuration” of the USB Specification. There is no class-specific configuration descriptor. 4.3 AudioControl Interface Descriptors The AudioControl (AC) interface descriptors contain all relevant information to fully characterize the corresponding audio function. The standard interface descriptor characterizes the interface itself, whereas the class-specific interface descriptor provides pertinent information concerning the internals of the audio function. It specifies revision level information and lists the capabilities of each Unit and Terminal. 4.3.1 Standard AC Interface Descriptor The standard AC interface descriptor is identical to the standard interface descriptor defined in Section 9.6.3, “Interface” of the USB Specification, except that some fields have now dedicated values. Table 4-1 Standard AC Interface Descriptor Offset Field Size Value Description 0 bLength 1 Number Size of this descriptor, in bytes 9 1 bDescriptorType 1 Constant INTERFACE descriptor type 2 bInterfaceNumber 1 Number Number of interface. A zero-based value identifying the index in the array of concurrent interfaces supported by this configuration. 3 bAlternateSetting 1 Number Value used to select an alternate setting for the interface identified in the prior field. |4|bNumEndpoints|1|Number|Number of endpoints used by this interface (excluding endpoint 0). This number is either 0 or 1 if the optional status interrupt endpoint is present.| USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 37 Offset Field Size Value Description 5 bInterfaceClass 1 Class AUDIO. Audio Interface Class code (assigned by the USB). See Section A.1, “Audio Interface Class Code.” 6 bInterfaceSubClass 1 Subclass AUDIOCONTROL. Audio Interface Subclass code. Assigned by this specification. See Section A.2, “Audio Interface Subclass Codes.” 7 bInterfaceProtocol 1 Protocol Not used. Must be set to 0. 8 iInterface 1 Index Index of a string descriptor that describes this interface. dummy 4.3.2 Class-Specific AC Interface Descriptor The class-specific AC interface descriptor is a concatenation of all the descriptors that are used to fully describe the audio function, i.e. all Unit Descriptors (UDs) and Terminal Descriptors (TDs). The total length of the class-specific AC interface descriptor depends on the number of Units and Terminals in the audio function. Therefore, the descriptor starts with a header that reflects the total length in bytes of the entire class-specific AC interface descriptor in the wTotalLength field. The bcdADC field identifies the release of the Audio Device Class Specification with which this audio function and its descriptors are compliant. The bInCollection field indicates how many AudioStreaming and MIDIStreaming interfaces there are in the Audio Interface Collection to which this AudioControl interface belongs. The baInterfaceNr() array contains the interface numbers of all the AudioStreaming and MIDIStreaming interfaces in the Collection. The bInCollection and baInterfaceNr() fields together provide all necessary information to determine which interfaces together constitute the entire USB interface to the audio function, i.e. describe the Audio Interface Collection. The order in which the Unit and Terminal descriptors are reported is not important because every descriptor can be identified through its bDescriptorType and bDescriptorSubtype field. The bDescriptorType field identifies the descriptor as being a class-specific interface descriptor. The bDescriptorSubtype field further qualifies the exact nature of the descriptor. The following table defines the class-specific AC interface header descriptor. Table 4-2 Class-Specific AC Interface Header Descriptor Offset Field Size Value Description 0 bLength 1 Number Size of this descriptor, in bytes 8+n 1 bDescriptorType 1 Constant CS_INTERFACE descriptor type. 2 bDescriptorSubtype 1 Constant HEADER descriptor subtype. 3 bcdADC 2 BCD Audio Device Class Specification Release Number in Binary-Coded Decimal. USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 38 Offset Field Size Value Description 5 wTotalLength 2 Number Total number of bytes returned for the class-specific AudioControl interface descriptor. Includes the combined length of this descriptor header and all Unit and Terminal descriptors. 7 bInCollection 1 Number The number of AudioStreaming and MIDIStreaming interfaces in the Audio Interface Collection to which this AudioControl interface belongs n 8 baInterfaceNr(1) 1 Number Interface number of the first AudioStreaming or MIDIStreaming interface in the Collection. … … … … … 8+(n-1) baInterfaceNr(n) 1 Number Interface number of the last AudioStreaming or MIDIStreaming interface in the Collection. This header is followed by one or more Unit and/or Terminal Descriptors. The layout of the descriptors depends on the type of Unit or Terminal they represent. There are seven types of Unit and Terminal Descriptors possible. They are summarized in the following sections. The first four fields are common for all Unit and Terminal Descriptors. They contain the Descriptor Length, Descriptor Type, Descriptor Subtype, and Unit or Terminal ID. Each Unit and Terminal within the audio function is assigned a unique identification number, the Unit ID (UID) or Terminal ID (TID), contained in the bUnitID or bTerminalID field of the descriptor. The value 0x00 is reserved for undefined ID, effectively restricting the total number of addressable Entities in the audio function (both Units and Terminals) to 255. Besides uniquely identifying all addressable Entities in an audio function, the IDs also serve to describe the topology of the audio function; i.e. the bSourceID field of a Unit or Terminal descriptor indicates to which other Unit or Terminal this Unit or Terminal is connected. 4.3.2.1 Input Terminal Descriptor The Input Terminal descriptor (ITD) provides information to the Host that is related to the functional aspects of the Input Terminal. The Input Terminal is uniquely identified by the value in the bTerminalID field. No other Unit or Terminal within the same alternate setting of the AudioControl interface may have the same ID. This value must be passed in the TerminalID field of each request that is directed to the Terminal. The wTerminalType field provides pertinent information about the physical entity that the Input Terminal represents. This could be a USB OUT endpoint, an external Line In connection, a microphone, etc. A complete list of Terminal Type codes is provided in a separate document, USB Audio Terminal Types, that is considered part of this specification. The bAssocTerminal field is used to associate an Output Terminal to this Input Terminal, effectively implementing a bi-directional Terminal pair. If the bAssocTerminal field is used, both associated Terminals must belong to the bi-directional Terminal Type group. If no association exists, the bAssocTerminal field must be set to zero. USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 39 The Host software can treat the associated Terminals as being physically related. In many cases, one Terminal can not exist without the other. A typical example of such a Terminal pair is an Input Terminal, which represents the microphone, and an Output Terminal, which represents the earpiece of a headset. The bNrChannels, wChannelConfig and iChannelNames fields together constitute the cluster descriptor. They characterize the cluster that leaves the Input Terminal over the single Output Pin (‘downstream’ connection). For a detailed description of the cluster descriptor, see Section 3.7.2.3, “Audio Channel Cluster Format.” An index to a string descriptor is provided to further describe the Input Terminal. The following table presents an outline of the Input Terminal descriptor. Table 4-3 Input Terminal Descriptor Offset Field Size Value Description 0 bLength 1 Number Size of this descriptor, in bytes 12 1 bDescriptorType 1 Constant CS_INTERFACE descriptor type. 2 bDescriptorSubtype 1 Constant INPUT_TERMINAL descriptor subtype. 3 bTerminalID 1 Constant Constant uniquely identifying the Terminal within the audio function. This value is used in all requests to address this Terminal. 4 wTerminalType 2 Constant Constant characterizing the type of Terminal. See USB Audio Terminal Types. 6 bAssocTerminal 1 Constant ID of the Output Terminal to which this Input Terminal is associated. 7 bNrChannels 1 Number Number of logical output channels in the Terminal’s output audio channel cluster. 8 wChannelConfig 2 Bitmap Describes the spatial location of the logical channels. 10 iChannelNames 1 Index Index of a string descriptor, describing the name of the first logical channel. 11 iTerminal 1 Index Index of a string descriptor, describing the Input Terminal. 4.3.2.2 Output Terminal Descriptor The Output Terminal descriptor (OTD) provides information to the Host that is related to the functional aspects of the Output Terminal. The Output Terminal is uniquely identified by the value in the bTerminalID field. No other Unit or Terminal within the same alternate setting of the AudioControl interface may have the same ID. This value must be passed in the UnitID field of each request that is directed to the Terminal. The wTerminalType field provides pertinent information about the physical entity the Output Terminal represents. This could be a USB IN endpoint, an external Line Out connection, a speaker system etc. A USB Device Class Definition for Audio Devices Release 1.0 March 18, 1998 40 complete list of Terminal Type codes is provided in a separate document, USB Audio Terminal Types that is considered part of this specification. The bAssocTerminal field is used to associate an Input Terminal to this Output Terminal, effectively implementing a bi-directional Terminal pair. If the bAssocTerminal field is used, both associated Terminals must belong to the bi-directional Terminal Type group. If no association exists, the bAssocTerminal field must be set to zero. The Host software can treat the associated Terminals as being physically related. In many cases, one Terminal can not exist without the other. A typical example of such a Terminal pair is an Input Terminal, which represents the microphone, and an Output Terminal, which represents the earpiece of a headset. The bSourceID field is used to describe the connectivity for this Terminal. It contains the ID of the Unit or Terminal to which this Output Terminal is connected via its Input Pin. The cluster descriptor, describing the logical channels entering the Output Terminal is not repeated here. It is up to the Host software to trace the connection ‘upstream’ to locate the cluster descriptor pertaining to this audio channel cluster. An index to a string descriptor is provided to further describe the Output Terminal. The following table presents an outline of the Output Terminal descriptor. Table 4-4 Output Terminal Descriptor Offset Field Size Value Description 0 bLength 1 Number Size of this descriptor, in bytes 9 1 bDescriptorType 1 Constant CS_INTERFACE descriptor type. 2 bDescriptorSubtype 1 Constant OUTPUT_TERMINAL descriptor subtype. 3 bTerminalID 1 Constant Constant uniquely identifying the Terminal within the audio function. This value is used in all requests to address this Terminal. 4 wTerminalType 2 Constant Constant characterizing the type of Terminal. See USB Audio Terminal Types. 6 bAssocTerminal 1 Constant Constant, identifying the Input Terminal to which this Output Terminal is associated. 7 bSourceID 1 Constant ID of the Unit or Terminal to which this Terminal is connected. 8 iTerminal 1 Index Index of a string descriptor, describing the Output Terminal. 4.3.2.3 Mixer Unit Descriptor The Mixer Unit is uniquely identified by the value in the bUnitID field of the Mixer Unit descriptor (MUD). No other Unit or Terminal within the same alternate setting of the AudioControl interface may have the same ID. This value must be passed in the UnitID field of each request that is directed to the Mixer Unit. 1 - 6 - 11 - 16 - 21 - 26 - 31 - 36 - 41 - 46 - 51 - 56 - 61 - 66 - 71 - 76 - 81 - 86 - 91 - 96 - 101 - 106 - 111 - 116 - 121 - 126 ここを編集
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