Unity Submission Rules

  • There will be various items in each shop.We would like to line up many gorgeous items and create a lively and fun space.
  • On the other hand, we will set rules for item creation to avoid issues associated with large-scale worlds.
    • Avoiding excessive load on visitor's PC for a smoother experience.
    • Avoid difficulties in checking and managing on the management side due to inconsistent formats.
    • Preventing certain operations that may destroy instances and cause fatal failures such as VRChat crash or being sent to a different world.
  • Before submission, please be sure to check whether it complies with the submission rules. Please use the submission tool (hereinafter referred to as VketTools) distributed from us for checking.
  • Items that fall under the following categories may not be placed.
    • Items that do not conform to the submission rules
    • Items that are judged by the organizer to be problematic such as high load
    • Items that deviate too much from the store theme
  • If you are submitting complex gimmicks or dynamically changing items, we may not be able to guarantee that they will work.

A. Item creation environment regulations

  • Create with Unity 2018.4.20f1.
  • For VRCSDK, use VRCSDK3 + Udon.
  • Use the latest version of VRCSDK and Udon at the time of submission.
  • Use VketTools to submit.
  • All the assets to be submitted should be placed under the exhibitor ID number name folder (e.g. 184) created directly under the Assets folder by VketTools.
  • Create the item on the scene with the same name as your exhibitor ID number inside the above folder.

B. File & Folder Regulations

  • Only half-width alphanumeric characters,-(hyphen), _(underscore),(half-width space),.(Dot), and ()(parentheses) can be used for file & folder names.
  • All the files included in the Project should follow the above naming rule.
  • All file paths should fit within 184 characters under "Assets/" in Unity.
  • The mesh should be a file in a format that can be read by Unity standard such as ".FBX".
    • ".Blend" files cannot be read by default
    • Be sure to extract the Textures and Materials of the mesh
  • Total file capacity under the submission folder is within 100.00MB.

C. Scene internal hierarchy format regulation

  • All parents are empty objects with exhibitor ID numbers.
  • Only items in the following categories can use some of the Static settings. Items in other categories cannot be set to Static.
    • housing(prop)
    • housing(World minature)
  • The available Static settings are as follows.
    • Lightmap Static
    • Batching Static
    • Refrection Probe Static

D. Item rules

  • Item space following table.
    • The space should be based on (0.0.0) (example:In the case of 1m wide x 1m deep x 2m high,±1m in XZ direction, 2m in Y direction)
    • Z-axis + direction (Unity's blue arrow direction) is the front
  • Material following table.
    • Unity's built-in materials (e.g. Default UI material) are not included
  • Texture None.
    • Atlasification (integration) is strongly recommended
    • One large size (4k) is preferable to several small sizes (1k-2k)
  • The build sieze of asset bundle following table.
    • File size when only items are built with VRC_World in place
  • In order to reduce the drawing load, SetPassCalls and Batches should be kept to the following limits.
    • Base setting for SetPassCalls at runtime following table
    • Approximate base setting of Batches at runtime following table
  • Lightmap limit following table.
    • Objects with LightmapStatic checked (except for those with a ScalesInLightmap value of 0) that have an overlapping lightmap cannot be submitted
  • When placing, it may be rotated on the Y axis.
  • When the booth is placed, it will be placed in a location where the coordinates are not at (0,0,0)

List

Item Space size Material Build size SetPassCalls Batches LightMap limit
Avatar 2m×2m×2m 6 4.00MB 12 16 Cannot use
Accessories (Category A) 0.5m×0.5m×0.5m 3 1.00MB 4 6 cannot use
Accessories (Category B) 1m×1m×2m 3 1.00MB 4 6 cannot use
Clothing 1m×1m×2m 5 3.00MB 9 12 cannot use
Housing(prop) 4m×4m×2m 5 1.50MB 6 8 512×512pixels only one item
Housing(World miniature) 4m×4m×3m 20 3.50MB 20 30 512×512pixels only one item
gimmick(hobby) 0.5m×0.5m×0.5m 5 1.50MB 6 8 cannot use
gimmick(other) 1m×1m×2m 5 1.50MB 6 8 cannot use

E. Shader

Only the following shaders can be used.Among them, a through e can be installed using the VketTools.

  1. Manmaru Sheda MnMrShader3_1_2
  2. Unity-chan Toon Shader 2.0.7.5
  3. Unlit_WF_ShaderSuite_20210328(exclude FakeFur)
  4. MToon v3.6
  5. UniUnlit in UniVRMv0.74
  6. Unity build-in shader
  7. Shaders included in the VRChat SDK

When using Emission in the Standard shader, Global Illumination should be set to Baked.

Pedestal avatar rules

The avatar to be set in the VRC_Avatar Pedestal must comply with the following.

  • Skinned Mesh Renderer 8 or less
  • Material 16 or less
  • Number of Transforms affected by Dynamic Bone 32 or less
  • Dynamic Bone Collider 2 or less
  • polygon 70000 or less

F. Component rule(Item Category)

1. Avatar

Component

  • Mesh Filter
  • Mesh Renderer
    • Do not overflow from the Bounds space
  • Skinned Mesh Renderer
    • Do not overflow from the Bounds space
    • Disable Update When Offscreen

2. Accessories (Category A)

Component

  • Dynamic Bone
    • Distant Disable must be enabled
  • Dynamic Bone Collider
    • Do not overflow the space
  • Mesh Filter
  • Mesh Renderer
    • Do not overflow from the Bounds space
  • Skinned Mesh Renderer
    • Do not overflow from the Bounds space
    • Disable Update When Offscreen

Component that can be used only with the prefabs of the management distribution.

Prefab Component
VketPickup
VketFollowPickup
Udon Behaviour
Udon Behaviour
VRC Pickup
Rigidbody
CapsuleCollider
Animator

3. Accessories (Category B)

Component

  • Dynamic Bone
    • Distant Disable must be enabled
  • Dynamic Bone Collider
    • Do not overflow the space
  • Mesh Filter
  • Mesh Renderer
    • Do not overflow from the Bounds space
  • Skinned Mesh Renderer
    • Do not overflow from the Bounds space
    • Disable Update When Offscreen

Component that can be used only with the prefabs of the management distribution.

Prefab Component
VketPickup
VketFollowPickup
Udon Behaviour
VRC Object Sync
VRC Pickup
Rigidbody
CapsuleCollider
Animator

4. Clothing

Component

  • Dynamic Bone
    • Distant Disable must be enabled
  • Dynamic Bone Collider
    • Do not overflow the space
  • Cloth
    • No more than 1 per item
  • Mesh Filter
  • Mesh Renderer
    • Do not overflow from the Bounds space
  • Skinned Mesh Renderer
    • Do not overflow from the Bounds space
    • Disable Update When Offscreen

Component that can be used only with the prefabs of the management distribution.

Prefab Component
VketPickup
VketFollowPickup
Udon Behaviour
VRC Object Sync
VRC Pickup
Rigidbody
CapsuleCollider
Animator

5. Housing(prop)

Component

  • VRC Station
    • No more than 2 per item
  • Box Collider / Sphere Collider / Capsule Collider / Mesh Collider
    • Do not overflow the space
    • Mesh Collider is not recommended. Use other colliders as much as possible to create similar shapes
    • Is Trigger must be enabled
  • Mesh Filter
  • Mesh Renderer
    • Do not overflow from the Bounds space
  • Skinned Mesh Renderer
    • Do not overflow from the Bounds space
    • Disable Update When Offscreen
  • Light
    • There are parameter limits for lights. Set the parameters as shown in the table below
    • Limit the overflow of lights from the space as much as possible. In case of overflow, it should be less than 1 meter. (About 1 meter in front, behind, above, and to the left and right of each space is reserved as a buffer area from other items. Please keep the light inside that space.)
    • Even if the light is within the regulation, we may ask you to change or remove it if the light may interfere with the light baking of the world or strongly affects other items. Please be aware of this in advance
  • Light Probe Group / Light Probe Proxy Volume
    • Do not overflow the space
  • Reflection Probe
    • Type should be set to Custom

Light limit

Directional Light、Area Light cannot be used

Type Point or Spot
Mode Baked
Range 0~7
Intensity 0~10
Indirect Multiplier 0~15
Shadow Type Soft Shadows or Hard Shadows
Cast Shadows -
Number of lights no limit

6. Housing(World miniature)

Component

  • VRC Station
    • No more than 2 per item
  • Box Collider / Sphere Collider / Capsule Collider / Mesh Collider
    • Do not overflow the space
    • Mesh Collider is not recommended. Use other colliders as much as possible to create similar shapes
  • Mesh Filter
  • Mesh Renderer
    • Do not overflow from the Bounds space
  • Skinned Mesh Renderer
    • Do not overflow from the Bounds space
    • Disable Update When Offscreen
  • Light
    • There is a limit to the number of settings. Use the values in the table below
    • Limit the overflow of lights from the space as much as possible. In case of overflow, it should be less than 1 meter. (About 1 meter in front, behind, above, and to the left and right of each space is reserved as a buffer area from other items. Please keep them inside that space.)
  • Light Probe Group / Light Probe Proxy Volume
    • Do not overflow the space
  • Reflection Probe
    • Type should be set to Custom

Light limit

Directional Light is cannot be used

Type Point or Spot Area
Mode Baked (baked only)
Range 0~7 0~30
Intensity 0~10 0~10
Indirect Multiplier 0~15 0~15
Shadow Type Soft Shadows or Hard Shadows -
Cast Shadows - ON
Number of Lights no limit No more than 3 per items

7. gimmick(hobby)

Component

1. VRCSDK

  • UdonBehaviour
    • 5 or less per item
    • Check for detail Udon Rule
  • VRC Object Sync
    • 2 or less per item
    • Allow Collision Ownership Transfer should be disabled
  • VRC Pickup
    • 2 or less per item
  • VRC Station
    • 1 or less per item
  • VRC Ui Shape
  • VRCSpatialAudioSource
    • The value of Far should be less than 3.0

2. physical operation

  • Box Collider / Sphere Collider / Capsule Collider / Mesh Collider
    • Mesh Collider is not recommended. Use other colliders as much as possible to create similar shapes
    • Do not overflow the space
  • Rigidbody
  • Hinge Joint
  • Spring Joint
  • Fixed Joint
  • Character Joint
  • Configurable Joint
  • Character Controller
  • Dynamic Bone
    • Distant Disable must be enabled
  • Dynamic Bone Collider
    • Do not overflow the space

3. Rendering / Effect

  • Mesh Filter
  • Mesh Renderer
    • Do not overflow from the Bounds space
  • Skinned Mesh Renderer
    • Do not overflow from the Bounds space
    • Disable Update When Offscreen
  • Sprite Renderer
  • Sprite Mask
  • Sorting Group
  • Particle System / Trail Renderer / Line Renderer
    • Prohibit overflowing from the space during playback
  • Camera
    • 1 or less per item
    • Set the component to Disabled by default
    • Be sure to specify RenderTexture as the TargetTexture
    • The size of the RenderTexture can be up to 1024x1024
  • Flare Layer
  • Skybox
  • Halo
  • Projector
    • 1 or less per item
    • Objects that contain Projector should be deactivated in the default state
  • LOD Group

4. constraint

  • Aim Constraint
  • Look At Constraint
  • Parent Constraint
  • Position Constraint
  • Rotation Constraint
  • Scale Constraint

5. UI

Canvas / Layout
  • Canvas
    • Render Mode should be set to World
  • Canvas Scaler
  • Graphic Raycaster
  • Canvas Group
  • Grid Layout Group
  • Horizontal Layout Group
  • VerticalLayout Group
  • LayoutElement
  • Content Size Fitter
Drawing-related
  • Canvas Renderer
  • Text Mesh Pro / Text Mesh Pro UGUI
    • FontAsset must be included in the submission folder (if it is included as standard, it is not necessary to include it)
  • Text
  • Outline
  • Shadow
  • Image
  • Raw Image
  • Mask
  • Rect Mask 2D
  • Aspect Ratio Fitter
  • PositionAsUV1
Input
  • Button
  • Toggle
  • Toggle Group
  • Slider
  • Scrollbar
  • Scroll Rect
  • Dropdown / TMP_Dropdown
  • Input Field / TMP_Input Field
  • Event Trigger
  • Selectable

6. other

  • Animator
    • 5 or less per item
    • Prohibit animated Material changes
    • Disable Apply Root Motion
    • Culling Mode should be set to Cull Update Transforms or Cull Completely in principle, and Always Animate should be avoided unless it is absolutely necessary
  • AudioSource
    • 1 or less per item
    • Set the component to Disabled by default
    • Adjust the volume using the sound source distributed by the Vket organizer as a reference to avoid making the volume too loud
    • Spatial Band should be set to 1.0
    • The value of Max Distance should be less than 3.0

8. gimmick(other)

Component

1. VRCSDK

  • UdonBehaviour
    • 5 or less per item
    • Check for detail Udon Rule
  • VRC Object Sync
    • 2 or less per item
    • Allow Collision Ownership Transfer should be disabled
  • VRC Pickup
    • 2 or less per item
  • VRC Station
    • 1 or less per item
  • VRC Ui Shape
  • VRCSpatialAudioSource
    • The value of Max Distance should be less than 3.0

2. physical operation

  • Box Collider / Sphere Collider / Capsule Collider / Mesh Collider
    • Mesh Collider is not recommended. Use other colliders as much as possible to create similar shapes
    • Do not overflow the space
  • Rigidbody
    • Is Kinematic should be enabled
  • Dynamic Bone
    • Distant Disable must be enabled
  • Dynamic Bone Collider
    • Do not overflow the space

3. Rendering / Effect

  • Mesh Filter
  • Mesh Renderer
    • Do not overflow from the Bounds space
  • Skinned Mesh Renderer
    • Do not overflow from the Bounds space
    • Disable Update When Offscreen
  • Sprite Renderer
  • Sprite Mask
  • Sorting Group
  • Particle System / Trail Renderer / Line Renderer
    • Prohibit overflowing the space during runtime
  • Camera
    • 1 or less per item
    • Set the component to Disabled by default
    • Be sure to specify RenderTexture as the TargetTexture
    • The size of the RenderTexture can be up to 1024x1024
  • Flare Layer
  • Skybox
  • Halo
  • Projector
    • 1 or less per item
    • Objects that contain Projector should be deactivated in the initial state
  • LOD Group

4. constraint

  • Aim Constraint
  • Look At Constraint
  • Parent Constraint
  • Position Constraint
  • Rotation Constraint
  • Scale Constraint

5. UI

Canvas / Layout
  • Canvas
    • Render Mode should be set to World
  • Canvas Scaler
  • Graphic Raycaster
  • Canvas Group
  • Grid Layout Group
  • Horizontal Layout Group
  • VerticalLayout Group
  • LayoutElement
  • Content Size Fitter
Drawing-related
  • Canvas Renderer
  • Text Mesh Pro / Text Mesh Pro UGUI
    • FontAsset must be included in the submission folder (if it is included as standard, it is not necessary to include it)
  • Text
  • Outline
  • Shadow
  • Image
  • Raw Image
  • Mask
  • Rect Mask 2D
  • Aspect Ratio Fitter
  • PositionAsUV1
Input
  • Button
  • Toggle
  • Toggle Group
  • Slider
  • Scrollbar
  • Scroll Rect
  • Dropdown / TMP_Dropdown
  • Input Field / TMP_Input Field
  • Event Trigger
  • Selectable

6. other

  • Animator
    • 5 or less per item
    • Prohibit animated Material changes
    • Disable Apply Root Motion
    • Culling Mode should be set to Cull Update Transforms or Cull Completely in principle, and Always Animate should be avoided unless it is absolutely necessary
  • AudioSource
    • 1 or less per item
    • Set the component to Disabled by default.
    • Adjust the volume using the sound source distributed by the Vket organizer as a reference to avoid making the volume too loud
    • Spatial Band should be set to 1.0
    • The value of Max Distance should be less than 3.0