Submission Rules: Item Exhibition
⚠️ This page contains information as of Vket2025 Winter. Please refer to the latest event information.
This page contains the submission rules for item exhibitions.
Please review this information when applying for an exhibition or submitting materials.
- PC Venues
- Nostalgia Storybook
- Vket Formula .3879 Grand Finals!
- Hypothetical Garden Exoplant -Autumn-
- Item Exhibitions will be open on each PC Venues listed above.
- 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 by avoiding high load on the PC
- Avoid inconsistent formats that will cause difficulties for the organizers to check and manage the data
- Avoid fatal bugs such as instance crash resulting in VRChat crash or returning to other world
- Before submission, make sure to check the compliance with the submission rules. Please use the submission tool (hereinafter referred to as VketTools) provided by the organizer.
- Please note that if the submitted space does not comply with the submission rules, the organizers may request a resubmission.
- Even if the space complies with the submission rules, if the space is deemed problematic such as taking up a high load, the organizers may request a resubmission.
- In the case of spaces 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.
- Added a restriction that the resolution of images must be 1024×1024 or lower.
- Changed the description regarding image file size as follows:
- The image size will be in calculation for the build size, which must be fulfilled on submission.
- → The image file size is not included in the build size limit described below.
- Added the following rule:
- Objects must use layers other than UserLayer28-31.
- Updated the version of distributed shaders
- Updated the process so that shaders requiring VPM package installation must now be registered manually in VCC.
- Removed the following statement:
- Shaders with _CameraDepthTexture cannot be used to avoid issues of VR camera display.
- Changed Layer 30 to be used as the layer for DepthTexture generation.
- Item Exhibitions will be displayed in the format below:

- Item Pedestal
- The submitted item will be placed on the pedestal object provided by the development team. If you desire to display a smaller item, an alternative pedestal is available.
- The design of pedestal will be able for preview at the Preview World after submission.
- Item Pickup
- The item can be designated whether to allow Pickup or not.
- The Pickup gimmick will be implemented by the development team on placement. The Pickup position will synchronize, and reset to the original position when idle at a certain period of time.
- Avatar Pedestal
- Avatar Pedestals are installable on items.
- If an item has an avatar pedestal, Pickup gimmicks cannot be designated.
- Caption Board
- A board for showing the product name and price will be displayed with the item.
- On interacting with the board, your circle webpage or the product's webpage will open.
- As the product's webpage, you may allocate product URLs only from websites below:
- Description Image
- As an option, a 1:1 square image can be added as an description.
- The image will be placed under the Caption Board.
- The resolution of the image must be 1024×1024 or lower.
- The image file size is not included in the build size limit described below.
- The settings for this gimmick will be editable on VketTools.
Please note that work performed in environments other than the following will not be supported:
- Create space exhibition using Unity editor Ver2022.3.22f1.
- Create the exhibition Project using the VRChat Creator Companion (VCC).
- Project template must be selected to Unity2022WorldProject.
- Use the latest version of VRChat SDK at the time of submission.
- Please note that beta versions of the VRChat SDK are not supported.
- Use VketTools for submission.
- All assets used in the space should be placed under the Circle ID folder (e.g. 184) created directly under the Assets folder by VketTools.
- Create the space on the Circle ID scene found in the above folder.
- 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.
- If the file path contains a "User" folder, the project may not function correctly. Please create a new project in a location such as the root of the C: drive.
- All file paths should fit within 128 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 size capacity under the submission folder must be within 20.00MB
- All objects included in the item should be arranged and set according to the following regulations.
- Every object should be children of the Circle ID object.
- Object Tag must not be EditorOnly.
- Objects must use layers other than UserLayer28-31.
All objects inside the "Static" object should have the Static settings defined below.
| Static setting | Regulation |
|---|
| Contribute GI | Disabled |
| Occluder Static | Disabled |
| Batching Static | Disabled |
| Occludee Static | Disabled |
| Reflection Probe Static | Disabled |

- Your item must be contained within the boundary of 1m wide x 1m deep x 2m high
- ± 0.5m in the XZ direction and 2m in the Y direction with respect to the origin
- Z axis + direction (the direction of the blue arrow in Unity) is the front

- 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 3.00MB
- 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 6
- Run-time Batches estimated reference value 10
- Upon placement, the space may be rotated on the Y-axis.
- Upon placement, the coordinates will be different from the origin.
- The shaders listed below will be distributed by the Vket staff along with VketTools.
- Manmaru Shader MnMrShader3_1_2
- Unity-chan Toon Shader 2.0.9
- UnlitWF Shader 2.10.0
- MToon v3.9
- UniUnlit in UniVRM-0.128.3_b045
- SunaoShader 1.6.2
- Silent’s Cel Shading Shader v1.11
- Mochie’s Unity Shaders v1.58.1
- lilToon 2.1.8
- Filamented Standard 1.3
- When using UnlitWF Shader or lilToon, please install their VPM packages in VCC and make sure the versions are matched.
- 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 you want to include and use shaders other than those listed above, please follow the below restrictions.
- Global keywords like (shader_feature, multi_compile) cannot be used. Please use local keywords like (shader_feature_local, multi_compile_local) instead.
- Scripts inside the Editor folder should not be put inside the submission folder.
- When using the PoiyomiToonShader, Lock the shader and submit the generated shader file only.
- The name of the shader should not be identical to any of the built-in shaders of Unity.
- When using Stencil, keep the number of Stencil buffer to be not more than 200.
- Mesh Filter
- Mesh Renderer
- Do not stick out of the Bounds space.
- Mesh Renderer with 0 materials is prohibited.
- Skinned Mesh Renderer
- Do not stick out of the Bounds space.
- Disable Update When Offscreen.
- Skinned Mesh Renderer with 0 materials is prohibited.
All Components other than the above available Components
Please observe the following for avatars placed on the avatar pedestal, in accordance with VRChat's guideline.
The following installation / specifications will be implemented in the venue world:
- World installation
- World specifications
- Avatar Scaling
- Light settings
- 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 and booth exhibitions that illuminate the Environment layer
- LightProbes will be installed at 24 locations on the outer circumference of each space.
- A Reflection Probe for the world will be installed.
- Directional Mode is set to Directional.
- Layer settings
- Default layer is used for objects that do not check Contribute GI (avatar model, etc.).
- The Pickup layer is used for objects that do not check Contribute GI (such as small models with pick up).
- The Environment layer is used for World structures and space exhibits that have Contribute GI checked.
- Water is used as a layer for Post Processing.
- Use Layer 30 for generating DepthTexture.
- Post Processing settings
- Use Bloom from Post Processing Stack V2.
- Navigation settings