ergo36

Active Member
Oct 24, 2021
517
1,910
267
Not really a guide, as when I did it, I just had ChatGPT help me out and YOLO'd it. But what I'll tell you is that you need to select all (of the objects in Daz), then when you've done that, you export it as an OBJ or a FBX (I recommend FBX) into a folder of your choosing. Then, open Unity (2018.1.9f2, VaM only works with this one, you can download it for free), import the textures from the runtime folder of Daz3D you had into the Unity Asset Tab, then import your OBJ/FBX file which holds the exported environment. It should automatically assign the materials needed onto the FBX/OBJ mesh. If it looks finicky, you can make your own materials and put in the Color, Normal, Roughness and Metallic maps into it yourself and then drag the material onto the surface in the FBX/OBJ that you want it to be on. Ex: Dragging custom wooden PBR material to the bottom of the object.

Make sure you check generate colliders (on the Inspector tab) so it automatically makes the environment interactable by VaM characters when you import it later. Also, make sure the object in the Unity scene is at the world origin, specifically under the default directional light. For most cases, you can do this by setting it's X, Y and Z positions to 0 in the Transform tool on the right of the screen. If it doesn't look like it's 100% in the middle, you can adjust it yourself to your liking.

Once you've done all that, drag the model from your Hierarchy folder (on the left) back into the Asset Folder on the bottom. This should save it as a .prefab. On the bottom right, you can see it with its AssetBundle named "None". Click that, and press "New..", this will create a new assetbundle for you to assign the prefab to. Once you've named it, it will assign that assetbundle to it. Now, go back to your assets folder and create a new folder called AssetBundles. Then, create a new folder called Editor and inside of that folder create a C# script called BuildAssetBundles with the following code inside it: (attached .txt file)

After that, on the top of your screen, go to Assets > Build AssetBundles. Make sure that you actually have a .prefab under an asset bundle as I mentioned before, otherwise, this will do nothing. When it's done building it (it takes some time), you will see the assetbundle and its meta file in the AssetBundles folder in the Assets folder. Go to its file location by right-clicking > Show in Explorer, this will open up the AssetBundles folder in your Windows Explorer. I recommend that you pin this to quick access along with the Unity file folder whenever you wanna repeat this process. Now, in the AssetBundles Folder in the Explorer, copy ONLY the ones listed as File types, not the MANIFEST or META ones. Go to your VaM folder, then to Custom/Assets and then paste it in there. Then, make it an accessible assetbundle by adding .assetbundle to the end of it, and you're done!

Open VaM and add a CustomUnityAsset from the add Atom panel, it's under Misc. When you've done that, go to the asset and load in the file, it'll pull up the VaM File Explorer. Go to the path that you saved your .assetbundle in inside Custom/Assets and click it. After that, just load the CUAasset like usual, and now it's in your scene. Hooray!

It's honestly not that hard, I just wanted to describe every little thing so you wouldn't get messed up. I'm assuming that you already know half of this stuff, have fun!
Do you know at what step you must enable something for the assetbundle to work in VR? Cause some assetbundles appear as double vision in VR.
 

ficent

Newbie
Jul 28, 2025
94
168
33
Do you know at what step you must enable something for the assetbundle to work in VR? Cause some assetbundles appear as double vision in VR.
I've never used VaM in VR so I don't know how it works. It could work the same but to make sure, search up how to do so. I'm not adept in that field. If worst comes to worse, ask ChatGPT.
 

ehtweneno

Newbie
Oct 10, 2019
73
195
218
Not really a guide, as when I did it, I just had ChatGPT help me out and YOLO'd it. But what I'll tell you is that you need to select all (of the objects in Daz), then when you've done that, you export it as an OBJ or a FBX (I recommend FBX) into a folder of your choosing. Then, open Unity (2018.1.9f2, VaM only works with this one, you can download it for free), import the textures from the runtime folder of Daz3D you had into the Unity Asset Tab, then import your OBJ/FBX file which holds the exported environment. It should automatically assign the materials needed onto the FBX/OBJ mesh. If it looks finicky, you can make your own materials and put in the Color, Normal, Roughness and Metallic maps into it yourself and then drag the material onto the surface in the FBX/OBJ that you want it to be on. Ex: Dragging custom wooden PBR material to the bottom of the object.

Make sure you check generate colliders (on the Inspector tab) so it automatically makes the environment interactable by VaM characters when you import it later. Also, make sure the object in the Unity scene is at the world origin, specifically under the default directional light. For most cases, you can do this by setting it's X, Y and Z positions to 0 in the Transform tool on the right of the screen. If it doesn't look like it's 100% in the middle, you can adjust it yourself to your liking.

Once you've done all that, drag the model from your Hierarchy folder (on the left) back into the Asset Folder on the bottom. This should save it as a .prefab. On the bottom right, you can see it with its AssetBundle named "None". Click that, and press "New..", this will create a new assetbundle for you to assign the prefab to. Once you've named it, it will assign that assetbundle to it. Now, go back to your assets folder and create a new folder called AssetBundles. Then, create a new folder called Editor and inside of that folder create a C# script called BuildAssetBundles with the following code inside it: (attached .txt file)

After that, on the top of your screen, go to Assets > Build AssetBundles. Make sure that you actually have a .prefab under an asset bundle as I mentioned before, otherwise, this will do nothing. When it's done building it (it takes some time), you will see the assetbundle and its meta file in the AssetBundles folder in the Assets folder. Go to its file location by right-clicking > Show in Explorer, this will open up the AssetBundles folder in your Windows Explorer. I recommend that you pin this to quick access along with the Unity file folder whenever you wanna repeat this process. Now, in the AssetBundles Folder in the Explorer, copy ONLY the ones listed as File types, not the MANIFEST or META ones. Go to your VaM folder, then to Custom/Assets and then paste it in there. Then, make it an accessible assetbundle by adding .assetbundle to the end of it, and you're done!

Open VaM and add a CustomUnityAsset from the add Atom panel, it's under Misc. When you've done that, go to the asset and load in the file, it'll pull up the VaM File Explorer. Go to the path that you saved your .assetbundle in inside Custom/Assets and click it. After that, just load the CUAasset like usual, and now it's in your scene. Hooray!

It's honestly not that hard, I just wanted to describe every little thing so you wouldn't get messed up. I'm assuming that you already know half of this stuff, have fun!
Bro, it's even better than just a guide! <3
I tried to make assetbundle from sketchfab a few times, but I wasn't successful. (One of them didn't have ground and collisions, and another one just didn't work at all. I think it could be because it was created with Unity 2021 or 2022, and I have to import to Unity 2018. I'm not sure it has backward compatibility ¯\_(ツ)_/¯
Maybe you know If it could be loaded from a higher to lower version?
 

ficent

Newbie
Jul 28, 2025
94
168
33
Bro, it's even better than just a guide! <3
I tried to make assetbundle from sketchfab a few times, but I wasn't successful. (One of them didn't have ground and collisions, and another one just didn't work at all. I think it could be because it was created with Unity 2021 or 2022, and I have to import to Unity 2018. I'm not sure it has backward compatibility ¯\_(ツ)_/¯
Maybe you know If it could be loaded from a higher to lower version?
It doesn't sadly. But the good thing is that if you have the materials and texture images, you don't need to re-apply it manually. Just re-import it into your Unity 2018.1.9f2 project and then import your FBX/OBJ. It should do it for you.
 

ficent

Newbie
Jul 28, 2025
94
168
33
Nevermind, I solved it by just using Transfer Utility, then exporting it as an OBJ to decimate the vertices and exporting it back to Daz then to VaM. Solution solved by myself, haha.
 

griffblastex

New Member
Sep 9, 2025
2
1
1
Does anyone know why my VaM would have a much lower frame rate on a new hard drive? I used to get 100+ FPS in VR, but my old hard drive was dying so I recently installed a new one but am getting 35 - 45 FPS in VR. I have a AMD Ryzen 7 5700 Processor and an RTX 3060 TI, though i don't get why that would matter since I was getting higher frames previously with essentially the same machine. I tried a clean VaM install too but still the same FPS.
 

PusaM

Newbie
Aug 27, 2020
54
16
18
Does anyone know why my VaM would have a much lower frame rate on a new hard drive? I used to get 100+ FPS in VR, but my old hard drive was dying so I recently installed a new one but am getting 35 - 45 FPS in VR. I have a AMD Ryzen 7 5700 Processor and an RTX 3060 TI, though i don't get why that would matter since I was getting higher frames previously with essentially the same machine. I tried a clean VaM install too but still the same FPS.
Maybe last time you had some specific/older drive installed, better compatibility, or even messed with the settings to give you better frame rate, maybe, you should know better. And is it really a HDD? Better use an SSD man.
 

griffblastex

New Member
Sep 9, 2025
2
1
1
Maybe last time you had some specific/older drive installed, better compatibility, or even messed with the settings to give you better frame rate, maybe, you should know better. And is it really a HDD? Better use an SSD man.

I tried putting it on the SSD but had the same results. Come to think of it there is another difference in that I'm using Quest 3 now instead of Quest 2, so maybe the resolution being higher on the 3 is the result. I'll fiddle around with that and see what happens. I also will mess with some settings and see if I have any luck. Should I have SSW on or off? I had more FPS on the counter with it off but most guides I read said to keep it on.
 
  • Like
Reactions: SubWawa

ficent

Newbie
Jul 28, 2025
94
168
33
Does anyone know how to make the DeeperPlugin work? I keep trying to follow the guideline on the VaM website but I'm not seeing the configurations on my end.
 

iced06

New Member
Aug 21, 2017
13
5
106
Does anyone know how to make the DeeperPlugin work? I keep trying to follow the guideline on the VaM website but I'm not seeing the configurations on my end.
Your best bet is to download the plugin and any dependencies through the built-in Plugin Browser. Afterwards, you attach the plugin to your target Atom (Character) and start tinkering.
 
  • Like
Reactions: ficent

SortaLewd

Member
Feb 26, 2019
482
633
189
Does anyone know how to make the DeeperPlugin work? I keep trying to follow the guideline on the VaM website but I'm not seeing the configurations on my end.
Add it as a session or scene plugin. Add person atoms then you can configure the settings in DeeperPlugin.
 
  • Like
Reactions: ficent

boboqq

Newbie
May 19, 2023
41
47
104
Anyone know any creator uses their own normal map texture for the body (torso/limbs)? Especially one that shows the ribs.
I been using czgtLDD, RenVR, MonsterShinkai. I want some varieties.
 

Drakal

Member
Aug 19, 2017
331
342
266
Is this game good for gooning like honey select or koikatzu (and download new girls to do h-scene)
????

Or is a complex studio made only for create porn videos?
 

Unseenkilla

Member
Sep 25, 2020
148
109
53
Is this game good for gooning like honey select or koikatzu (and download new girls to do h-scene)
????

Or is a complex studio made only for create porn videos?
Easy to learn, the key is to master plugins first, as they can make an outdated scene look amazing by simply upgrading them. As for complex, you can make it complex if you see the detailed buttons and layouts people make, but that is only about 5% of creators that are top natch at that, so you can take it easy. I mostly just download scenes people make and replace models, and change plugins, and am having fun. But i do support creators of the plugins and stuff i use alot of. For example, browser assit by jayjaywon is a must have plugin for session, which must enable the var manager. Honey select to me is to annoying to me all about koikatsu for anime stuff & vam for realistic stuff.
 

ficent

Newbie
Jul 28, 2025
94
168
33
Lol, yeah I still don't understand DeeperPlugin. I don't know what to do outside of just look at the configurations, seems like I'll have to stick to autothrust and manually use vaginal morphs.
 

iced06

New Member
Aug 21, 2017
13
5
106
Lol, yeah I still don't understand DeeperPlugin. I don't know what to do outside of just look at the configurations, seems like I'll have to stick to autothrust and manually use vaginal morphs.
Deeper works on auto-morphing and adjusting colliders based on the size / length of the insertion. You still need a thruster or animation loop to complete the motion. Some other plugins work much simpler / easier and may be better starting points!

Good luck, happy VAM'ing!
 

ficent

Newbie
Jul 28, 2025
94
168
33
Deeper works on auto-morphing and adjusting colliders based on the size / length of the insertion. You still need a thruster or animation loop to complete the motion. Some other plugins work much simpler / easier and may be better starting points!

Good luck, happy VAM'ing!
I understand. I just don't know what to do with it because there's literally no documentation on it. The creator literally just says "play around with it" and find it out yourself
 

iced06

New Member
Aug 21, 2017
13
5
106
I understand. I just don't know what to do with it because there's literally no documentation on it. The creator literally just says "play around with it" and find it out yourself
If I recall: You just attach it to the atom or in the session (if that's now a thing), and it automatically works on attaching to any colliding rods / curtains. It's like most other plugins in that way: it auto determines what's colliding and adjusts it on the fly.
 

ficent

Newbie
Jul 28, 2025
94
168
33
If I recall: You just attach it to the atom or in the session (if that's now a thing), and it automatically works on attaching to any colliding rods / curtains. It's like most other plugins in that way: it auto determines what's colliding and adjusts it on the fly.
Thank you for taking your time to make it make sense, however, it literally just doesn't work. I think the plugin is faulty and bad so I'm just gonna find a way to use another one.
 
4.50 star(s) 24 Votes