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Submission Rules: Avatar Exhibition
This page contains the submission rules for avatar exhibitions.
Please review this information when applying for an exhibition or submitting materials.
- The contents of this page may change or be updated due to rule revisions. Please review the information again before submitting your work.
- Cross-Platform Venue
- Avatar Exhibitions will be open on the Cross-Platform Venue.
- This Avatar Exhibition focuses on the Avatar Marketplace, aiming to provide visitors with the experience of changing avatars directly in-world.
- Exhibitors are required to submit a Unity Humanoid model.
- Non-Humanoid avatars or 3D models that are not avatars cannot be exhibited.
- Products that are not Cross-Platform compatible cannot be exhibited.
- When applying for an avatar exhibition, please select the method of distribution or sales for the avatar at the time of application.
- Those who have already registered their avatar in the Avatar Marketplace will receive top priority in the lottery.
- Please check the option "Sell on Avatar Marketplace" when applying for the lottery, and then enter your Listing ID.
- *The Listing ID you provide at this time is for verification that you are the avatar seller, and it does not have to be the same as the one you submit when exhibiting.
- Applicants with pending avatar registration requests in the Avatar Marketplace will likewise be given priority during the lottery.
- When applying for the lottery, you may complete your exhibition application after checking "Sell on Avatar Marketplace" even if the Listing ID field is left blank.
- However, please make sure to enter your Listing ID by 23:59:59 on April 3 (Fri) JST.
- First-round winners must enter their Listing ID on time, otherwise their entry will move to the second lottery.
- If you do not plan to register your avatar on the Avatar Marketplace, please do not check "Sell on Avatar Marketplace" when applying for the lottery.
- If you expect that you will not be able to enter your Listing ID within the designated period, we recommend applying for the lottery without checking "Sell on Avatar Marketplace."
- If you have a valid Listing ID when submitting your work, you can enter the Listing ID and be directed to the Marketplace sales page regardless of the sales/distribution method you choose.
The submission rules for the cross-platform venue differ in some respects from those for the PC venue. The main differences are as follows:
- Exhibition must be available on Cross-Platform environments
- Maximum build size is 5MB for Windows build, 3MB for Android build
- Avatars registered to pedestal must be Cross-Platform compatible
- World Specification - Light Settings: Directional Mode is set to Non-Directional
- Shaders have restrictions for Cross-Platform compatibility
- 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 PC hardware
- Avoid inconsistent formats that will cause difficulties for the organizers to check and manage the data
- Avoid fatal bugs such as instance crashes leading to VRChat crash, or returning to other worlds
- 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.
- VketTools will be distributed on your Submission Management page once the Submission Period begins.
- If the submitted space does not comply with the submission rules, the organizers may request a resubmission or decline placement.
- 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 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.
- Cross-Platform Venue Worlds will go through two separate builds for PC and Quest. Due to texture compression issues, the submitted space may look a bit different in Windows builds and Android/iOS builds.
- Checking appearance on real devices are strongly recommended.
- The Cross-Platform Venue Worlds are expected to be visited by many VRChat players on standalone VR or mobile environments. Please avoid situations where your main exhibit is only available on the PC version of VRChat, or only on SteamVR, etc.
- On the occasion of the world’s Android build capacity exceeding 100MB and uploading becomes unavailable, the development team may readjust the submitted data’s compression settings with the consent of the exhibitor.
- If the avatar is not cross-platform compatible by the time the event begins, we may remove the avatar.
- About placement of submitted work, the following has been deleted:
- Submitted avatar will be placed in the Preview World once during the submission period and once after the submission period ends.
- Unlike other exhibition formats, the Preview World will not be updated daily.
- About Avatar Marketplace avatar seller verification, the following has been added:
- *The Listing ID you provide at this time is for verification that you are the avatar seller, and it does not have to be the same as the one you submit when exhibiting.
- About Exhibited Avatars, the following has been deleted:
- Animations corresponding to the world or location where the avatar is placed will be applied to the exhibited avatar.
- About Exhibited Avatars, the following has been added:
- Exhibited Avatars can have two types of loop animations: one when idle and one when the player approaches.
- In addition to animations prepared by exhibitors themselves, unmodified and modified animations distributed by Vket staff may also be used.
- If you wish to modify an animation distributed by Vket staff, please make a copy and include it in the submission folder.
- The animations can be set on VketTools.
- About Avatar Information Board, the following has been changed:
- Before: Depending on the sales method, the information board will have the following additional features:
- Avatar Marketplace
- A button to open the Avatar Marketplace product page corresponding to the registered Listing ID
- Other Services
- Avatar Pedestal (Cross-Platform support required)
- External link button to the product page on Other Services or the exhibitor's catalog page
- After: The information board will have the following additional features:
- Avatar Pedestal (Cross-Platform support required)
- You can try on the avatar by setting the avatar's Blueprint ID.
- Avatar Marketplace transition button
- You can open the AvatarMarketplace product page by setting the product's Listing ID.
- Please note that if a product is not published, the product page cannot be opened by anyone other than the shop owner.
- E-commerce site transition button
- You can open the product page in your browser by setting the product URL with the specified e-commerce site.
- The following was removed from the distribution shader:
- Manmaru Shader MnMrShader
- Unity-chan Toon Shader
- Updated the version of distributed shaders
- Added a limit on the number of VRC Phys Bone and VRC Phys Bone Collider
- Changed and adjusted the contents of Light settings and Layer settings
- Player-facing DirectionalLight now illuminates the Item layer.
- Baked DirectionalLight is now placed instead of the ambient light.
- The policy for distinguishing between the Default layer and the Environment layer has been eased. You can now use them to adjust the brightness.
- We have configured the system to generate CameraDepthTexture without using a dedicated layer.
- Layer 30 is no longer used for generating DepthTexture, but it is still used in the world, so please use a layer other than UserLayer 28 to 31 in accordance with the Scene hierarchy format rules for submitted data.
- In the Avatar Exhibition (Cross-Platform Venue), one avatar and one information board will be displayed per space.
- You can set up transitions to product pages on Avatar Marketplace or individual e-commerce sites.
- The external link button can only direct to product pages on the following services:
- Regardless of whether the avatar is sold on the Avatar Marketplace or on an e-commerce site, products that are not Cross-Platform compatible cannot be exhibited.
- If you wish to exhibit a product on the Avatar Marketplace, please note that you must be a VRChat-certified Avatar Marketplace seller, and the Listing ID of the avatar product is required when applying.
- *The Listing ID you provide at this time is for verification that you are the avatar seller, and it does not have to be the same as the one you submit when exhibiting.
- For instructions on obtaining a Listing ID, please refer to the following:
- For more information about the Avatar Marketplace, please refer to the following URL:
- Submitted data will be exhibited as follows:

- Exhibited Avatar
- Exhibited Avatars can have two types of loop animations: one when idle and one when the player approaches.
- In addition to animations prepared by exhibitors themselves, unmodified and modified animations distributed by Vket staff may also be used.
- If you wish to modify an animation distributed by Vket staff, please make a copy and include it in the submission folder.
- The animations can be set on VketTools.
- Non-Humanoid avatars or 3D models that are not avatars cannot be exhibited.
- Avatar Information Board
- A board displaying product information and an avatar pedestal will be placed near the submitted avatar.
- Creator Name (JP/EN)
- Avatar Name (JP/EN)
- Price
- The information board will have the following additional features:
- Avatar Pedestal (Cross-Platform support required)
- You can try on the avatar by setting the avatar's Blueprint ID.
- Avatar Marketplace transition button
- You can open the AvatarMarketplace product page by setting the product's Listing ID.
- Please note that if a product is not published, the product page cannot be opened by anyone other than the shop owner.
- E-commerce site transition button
- You can open the product page in your browser by setting the product URL with the specified e-commerce site.
- The settings for these features can be configured on VketTools.
Please note that work performed in environments other than the following will not be supported:
- Create the exhibition using Unity 2022.3.22f1.
- 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 100.00MB
- All objects included in the avatar should be arranged and set according to the following regulations.
- The Root object of the exhibited avatar must be placed as a direct child of an empty object named with the Circle ID number.

- Only the Root object of the exhibited avatar should be placed as a direct child of the empty object named with the Circle ID number.
- Object Tag must not be EditorOnly.
- Objects must use layers other than UserLayer28–31.
- All objects should have the Static settings defined below.
| Static setting | Regulation |
|---|
| Contribute GI | Disabled |
| Occluder Static | Disabled |
| Occludee Static | Disabled |
| Batching Static | Disabled |
| Reflection Probe Static | Disabled |

- Your exhibit must be contained within the boundary of 2m wide x 2m deep x 3m high

- ±1m in the XZ direction and 3m 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 must meet the following size.
- This is the file size when building the exhibit with only VRC_World in place
| Build Platform | Build Size |
|---|
| Windows | within 5.00MB |
| Android | within 3.00MB |
- SetPassCalls and Batches should be lower than the following values to reduce the drawing load.
- Run-time SetPassCalls reference value 12
- Run-time Batches reference value 20
- Upon placement, the exhibit may be rotated on the Y-axis.
- Upon placement, the coordinates will be different from the origin.
- In Cross-Platform Venues, shader availability has restrictions in order to maintain Cross-Platform compatibility.
Cross-Platform Shader Allow/DenyList- Shaders listed on the AllowList are able to be used without restriction.
- Shaders listed on the DenyList cannot be used.
- Although shaders not listed on AllowList/DenyList can still be used, render appearance check on Mobile environments such as Quest is strongly advised.
- The shaders listed below will be distributed by the Vket staff along with VketTools.
- UnlitWF Shader 2.10.0 *From VCC
- MToon v3.9
- UniUnlit in UniVRM-0.128.3_b045
- Filamented Standard 1.4
- *When using UnlitWF Shader, 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 make a duplicate of the shader 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.
- Shaders with _CameraDepthTexture cannot be used to avoid issues of VR camera display.
- Scripts inside the Editor folder should not be put inside the submission folder.
- 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 buffers to not exceed 200.
- VRC Phys Bone
- The sum of VRC Phys Bone and VRC Phys Bone Colliders is 20 or less per exhibit
- Radius set to 2 or less
- Disable Allow Posing
- VRC Phys Bone Collider
- The sum of VRC Phys Bone and VRC Phys Bone Colliders is 20 or less per exhibit
- ShapeType must not be Plane.
- Do not stick out of the space.
- VRC Aim Constraint
- VRC Lookat Constraint
- VRC Parent Constraint
- VRC Position Constraint
- VRC Rotation Constraint
- VRC Scale Constraint
- Dynamic Bone
- Enable "Distant Disable" on use.
- Dynamic Bone Collider
- 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.
- Aim Constraint
- Look At Constraint
- Parent Constraint
- Position Constraint
- Rotation Constraint
- Scale Constraint
- Animator
- Not more than 5 per exhibit
- Disable Apply Root Motion.
- Must be attached to the Root object of the exhibit
All Components other than the above available Components
Please observe the following for avatars set in VRC Avatar Pedestal, in accordance with VRChat's guidelines.
Also, VRC Avatar Pedestal components in Cross-Platform Worlds can only be valid when the set avatar is compatible in Cross-Platform environments.
The following installation / specifications will be implemented in the venue world:
- World installation
- World specifications
- Avatar Scaling
- Light settings
- Realtime that illuminates the player, DirectionalLight of NoShadow
- CullingMask: Default, Player, PlayerLocal, Pickup, MirrorReflection, Item
- Rotation depends on the world.
- Baked DirectionalLight of NoShadow (a light with low intensity and directionality intended to replace ambient light)
- Additional Baked lights may be installed for world structures and exhibits.
- LightProbes will be installed on the world around the perimeter of each space. It can be referenced within the exhibit.
- A Reflection Probe for the world will be installed. It can be referenced within the exhibit.
- CameraDepthTexture is not available in Cross-Platform Venues.
- The Directional Mode when light baking is Non-Directional.
- Layer settings
- The Default and Environment layers are used for the general Renderer. They are used by world structures and exhibits.
- The Default layer is generally brighter because it is illuminated by the Directional Light that illuminates the player.
- Water is used as a layer for Post Processing.
- Post Processing settings
- Use Bloom from Post Processing Stack V2.
- Navigation settings
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