Submission Rules(Avatar Carousel)

  • A large number of spaces will be set up at each venue. We would like to have many gorgeous spaces lined up in a lively and fun venue.
  • Meanwhile, to deal with the problems inherent to large-scale worlds, we will set rules for space creation.
    • To maintain a comfortable playing environment for visitors due by avoiding high load on the PC
    • Avoid inconsistent formats that will cause difficulties for the organizers to check and manage the spaces
    • Avoid fatal bugs such as instance crush resulting in VRChat crush or returning to another world
  • Before submission, make sure to check the compliance with the submission rules. Please use the submission tool (hereinafter referred to as VketTools) distributed from the organizer.
  • Please note that if the submitted space does not comply with the submission rules, the organizers will take measures such as resubmission request or non-placement.
  • Even if the space complies with the submission rules, if the space is deemed problematic such as taking up a high load, a resubmission may be requested by the organizers.
  • When submitting complex gimmicks or dynamically changing spaces, we may not be able to guarantee reproduction.
  • In the case of space with a significantly small amount of information, the exhibitor may be asked to confirm after the submission period, and the space may be removed only if the confirmation cannot be obtained.

A. Space creation system regulations

  • Create with Unity 2019.4.31f1.
  • For VRCSDK, use VRCSDK3-WORLD.
  • Use the latest version of VRCSDK and Udon at the time of submission.
  • Use VketTools for submission.
  • All assets used in the space should be placed under the [exhibitor ID] folder (e.g., 184) created directly under the Assets folder by VketTools.
  • Create the space on the [exhibitor ID] scene found in 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 files included in the Project should follow the above rule.
  • All file paths should fit within 184 characters under "Assets /" in Unity.
  • The mesh should be in such a format that can be used in Unity by default, 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 hierarchy structure regulations

  • All objects included in the space should be arranged and set according to the following regulations.

    • Every object should be children of the [exhibitor ID] object.
  • Disable all Static settings in objects.
    dynamic

D. Space regulations

  • Your space must be contained within the boundary of 2m wide x 2m deep x 2.5m high
  • ± 1m in the XZ direction and 2.5m in the Y direction with respect to the origin
  • Z axis + direction (the direction of the blue arrow in Unity) is the front
    dynamic
  • No limit on the number of textures
    • However, atlasing (texture integration) is strongly recommended.
    • One large size (4k) sheet is preferable to multiple small size (1k-2k) sheets.
  • AssetBundle build size within 6.00MB
    • This is the file size when building the space with only VRC_World in place
  • SetPassCalls and Batches should be lower than the following values to reduce the drawing load.
    • Run-time SetPassCalls reference value 20
    • Run-time Batches estimated reference value 30
  • Among the objects with ContributeGI checked (except those with ScalesInLightmap value of 0), those with overlapping lightmaps cannot be submitted.
  • Upon placement, the space may be rotated on the Y-axis.
  • Upon placement, the coordinates will be different from the origin.

E. Shader regulations

  • The shaders listed below will be distributed by the organizers with VketTools.
    • Manmaru Sheda MnMrShader3_1_2
    • Unity-chan Toon Shader 2.0.8
    • Unlit_WF_ShaderSuite_20210905
    • MToon v3.7
    • UniUnlit in UniGLTF_VRMShaders-0.81.0_5126
    • SunaoShader 1.4.4
    • PoiyomiToonShader 7.2.41
    • ArxCharacterShaders(AXCS) Build17
    • Xiexes-Unity-Shaders v3.0 2p1
    • Silent's Cel Shading Shader v1.10
    • Mochie's Unity Shaders v1.17
  • The above shaders do not need to be included in the submission folder.
  • If you use the above shader with a different version or a modified script, be sure to use a duplicate and include it in the submission folder.
  • When creating your own shader, you cannot use your own shader keywords other than the Unity standard.
  • _CameraDepthTexture cannot be used.
  • When using Emission with the Standard shader, set Global Illumination to Baked.

F.Component regulation

Available Components

1. VRCSDK

  • VRC Avatar Pedestal
    • Can only be used as a part of official Prefabs.
    • Up to 5 per space

2. Rendering / Effect

  • Mesh Filter
  • Mesh Renderer
    • Do not stick out of the Bounds space.
    • Mesh Renderer with 0 materials is prohibited.
    • Changing Lightmap Parameters is prohibited.
  • Sprite Renderer
  • Sprite Mask
  • Sorting Group

3. UI

Canvas / Layout related
  • Canvas
    • Set Render Mode 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
    • Include FontAsset in the submission folder (standard items do not need to be included).
  • Text
  • Outline
  • Shadow
  • Image
  • Raw Image
  • Mask
  • Rect Mask 2D
  • Aspect Ratio Fitter
  • PositionAsUV1
Input related
  • Button
  • Toggle
  • Toggle Group
  • Slider
  • Scrollbar
  • Scroll Rect
  • Dropdown / TMP_Dropdown
  • Input Field / TMP_Input Field
  • Event Trigger
  • Selectable

Component that can only be used as part of official Prefabs

Prefab Available Component
Vket_AvatarPedestal Udon Behaviour
Vket_AvatarPedestal VRC Avatar Pedestal
Vket_AvatarPedestal Box Collider / Capsule Collider
Vket_AvatarPedestal Rigidbody
Vket_AvatarPedestal Animator

Other components prepared by the organizers

Prohibited Component

All Components other than the above available Components

Pedestal Avatar Regulations

Please observe the following for avatars set in VRC_Avatar Pedestal.

  • Skinned Mesh Renderer 8 or less
  • Material 16 or less
  • 32 or less Transforms affected by Dynamic Bone
  • Dynamic Bone Collider 2 or less
  • Number of polygons 70,000 or less

World specifications

  • World installation
    • VRC Mirror
  • World specifications
    • Light setting
      • Default, Player, PlayerLocal, Pickup, MirrorReflection, Realtime that illuminates the layer, DirectionalLight of NoShadow
        • The angle of DirectionalLight depends on the world.
      • Baked light with Shadow for world structures that illuminate the Environment layer
      • LightProbes will be installed at eight locations on the outer circumference of each space.
      • A Reflection Probe for the world will be installed.
      • ProgressiveCPU is used for the light mapper.
    • Layer settings
      • Default layer is used for objects that do not check ContributeGI (avatar model, etc.).
      • The Pickup layer is used for objects that do not check ContributeGI (such as small models to be carried).
      • The Environment layer is used for World structures and space exhibits that have ContributeGI checked.
      • UserLayer22 is used as a layer for Post Processing.
    • Post Prosessing settings
      • Use Bloom from Post Processing Stack V2.
      • Use Version 2.3.0
    • Navigation settings
      • NavMesh is not baked