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Supported Environments

This page is for people checking whether MingToon works in their environment.

The 30-second verdict​

If all three below are yes, you can use it.

  1. It is a PC. Windows, macOS or Linux.
  2. You open the project with Unity 2021.3 or 2022.3.
  3. If you will upload to VRChat, it is Unity 2022.3.22f1.

If any of them is not, find that row in the tables below.

Unity version​

TargetUnityWhy
VRChat PC2022.3.22f1It matches the current VRChat SDK. The VRChat integration code only compiles on the 2022.3 stream
WARUDO2021.3.45f2It matches WARUDO Mod SDK 0.14.3.10
General Unity2021.3 or 2022.3Both are supported streams
One project cannot serve both targets

VRChat and WARUDO use different editor versions. Split the projects by target.

How Validate Project judges the version​

The supported editor streams are both 2021.3 and 2022.3. Either way, the MING-ENV-UNITY-VERSION error does not appear.

If the VRC SDK is present but the editor is not on the 2022.3 stream, a MING-VRC-UNITY-VERSION warning appears.

That warning means there is no avatar upload support. Other targets are unaffected. → Validate Project Codes

Hardware requirements (required)​

Every MingToon pass declares shader model 4.5.

PlatformSupported
Windows · macOS · Linux (DirectX 11 or later · Vulkan · Metal)Supported
Android · QuestNot supported
iOSNot supported
WebGLNot supported
Failing the requirement fails silently

On a platform that cannot meet shader model 4.5, the whole SubShader drops out. The only result is materials showing as magenta, with no error message.

If the current build target does not meet the requirement, a MING-ENV-BUILD-TARGET error appears. Check with StudioRaming > MingToon > Validate Project.

Compatibility by environment​

The status labels mean the following.

  • Main target — development and regression testing happen in this environment.
  • Awaiting verification — it was built to work, but on-device confirmation is not finished.
  • Not supported — behavior is not guaranteed.
EnvironmentStatusWhat you need to do
VRChat PC (2022.3.22f1 · BRP)Main target→ VRChat
WARUDO 0.14.3.10 (2021.3.45f2 · BRP)Awaiting verification→ Warudo
General Unity BRPAwaiting verificationTurn on the camera Depth Texture if you use depth effects
Unity 2021.3 URP 12.xAwaiting verificationInstall the MingToon URP shaders and Renderer Features
VRChat QuestNot supportedSee below
VRChat + URPNot supportedSwitch to a BRP build
URP 13 and above are out of scope

URP targets only Unity 2021.3 + URP 12.x. Even if it appears to work, do not treat it as supported.

VRChat Quest​

MingToon is not a mobile shader target. You cannot upload MingToon shaders to Quest as they are.

If you need Quest support, build it separately with a mobile shader the SDK allows. No automatic conversion path is provided.

The MingToon Manager's Quest check counts what you lose in a replacement. Outlines, translucency and depth effects are the main ones.

Post Processing Stack v2 (optional)​

MingToon works completely without PPv2.

VRChat avatars follow the world's post-processing. PPv2 is mainly for scene checks and capture. → Installation

Differences that only apply when using BRP and URP together​

Texture import settings apply differently per backend

BRP reads layer textures through _MainTex's sampler. So _MainTex's Filter and Wrap settings apply to every layer.

URP uses a fixed inline sampler (Linear · Repeat). The Filter and Wrap settings of individual textures are ignored.

The two backends only look different when _MainTex is imported as Clamp or Point.

If you plan to use both backends, leave _MainTex at its defaults (Bilinear · Repeat).

This is an intended constraint of the URP pass structure. Giving every layer its own sampler would exceed the sampler slot limit.

Next​

VRChat · Warudo · Troubleshooting