FAKE ME ha sido anunciado oficialmente.
Se trata de un juego multijugador online de escondite en el que los jugadores podrΓ‘n crear objetos utilizando herramientas de modelado 3D para camuflarse en el escenario y evitar ser encontrados por los Seekers.
Will respond first thing tomorrow morning regarding the ps1 comms again, ty everyone for your continued interest, just playing some catch up with regular comms atm. π
Putting this out here for my friend @/_Pudizuu watch out for this version of pudizu on discord, they are a scammer. You can see they made their account on June 15th 2026 as well. Real Pudizu on the left, fake Pudizu on the right.
Yes if you could implement a liltoon or poiyomi extension that would be very much appreciated and make working with VRM much easier in terms of creative freedom! π
I totally understand the frustration. One important detail, though: VRM is built on glTF and defined through glTF extensions, so it is not a closed format. It can be extended further. The key question is which features can be made portable across implementations.
Let me explain using shaders as an example. If a single shader language or material system worked consistently across every platform, engine, and tool, VRM could include it. But making Unity-only shader code part of an official cross-platform standard would mean many runtimes could not reproduce the avatar as intended.
That said, VRM is not limited to MToon. We could define an optional lilToon/poiyomi extension that stores its material parameters in VRM/glTF. Compatible environments would apply lilToon/poiyomi; others could ignore it and use a fallback. VRM already makes this kind of approach possible.