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Submission Rules: Space Exhibition
This page contains the submission rules for Space Exhibitions.
Please review this information when applying for an exhibition or submitting materials.
- For Udon regulations, please refer to Udon Regulations: Space Exhibition.
- The contents of this page may change or be updated due to rule revisions. Please review the information again before submitting your work.
- PC Venues
- Deep Mist
- Ohh-Edo! MECHANICA
- VOLTAGER
- Cocoon Art Aquarium Redive
- Argdella Rediscovered
- SKY PARK-Renew
- Space 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 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.
- When submitting complex gimmicks or dynamically changing spaces, we may not be able to guarantee reproduction.
- 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.
- The Vket Booth Maker is a new service to create/submit your own booth on the web browser, without involving editing on Unity.
- Space Exhibition can be created by using this Vket Booth Maker.
- *Please note that submission using Vket Booth Maker is subject to different rules and restrictions.
- For details, please refer to the following pages:
- Changed the following rules for the Contribute GI settings of Static objects
- Before: Contribute GI | Unrestricted. The layer should be sent to Environment when Contribute GI is Enabled.
- After: Contribute GI | Unrestricted
- The following was removed from the distribution shader:
- Manmaru Shader MnMrShader
- Unity-chan Toon Shader
- SunaoShader
- Silent’s Cel Shading Shader
- Updated the version of distributed shaders
- Updated the process so that shaders requiring VPM package installation must now be registered manually in VCC.
- The following available components have been added: If you wish to use it, please check the restrictions for each item before using it.
- VRC Unity Video Player
- VRC Phys Bone
- VRC Phys Bone Collider
- VRC Contact Sender
- VRC Contact Receiver
- VRC Aim Constraint
- VRC Lookat Constraint
- VRC Parent Constraint
- VRC Position Constraint
- VRC Rotation Constraint
- VRC Scale Constraint
- The following has been added to the VRC Pickup item:
- Some functions of objects containing this component are controlled by Udon. For details, please check the item of the controlled component.
- The following has been added to the VRC AVPro VideoPlayer item:
- This component is partially controlled by Udon. For details, please check the item of the controlled component.
- The following was removed from the VRC Spatial Audio Source item:
- The following was removed from the Mesh Renderer item:
- For objects with Contribute GI checked, set the Layer allocation to Environment.
- ContributeGI can only be used in the Environment Layer.
- The following was added to the Camera item:
- This component is partially controlled by Udon. For details, please check the item of the controlled component.
- The following was removed from the AudioSource item:
- Set the component to Disabled in the initial state.
- Set to Enabled only when the local player is inside the Udon Update Range (description below).
- To set component to Enabled, please use Udon.
Animations are not allowed to set AudioSource to Enabled.
- Set the Max Distance Value to 10 or lower.
- Set Spatial Blend to 1.0 except for those used in official Prefabs.
- The following was added to the AudioSource item:
- This component is partially controlled by Udon. For details, please check the item of the controlled component.
- Exhibitors cannot change the Enabled state of components.
- The following components that can only be used in official Prefabs have been added:
- VRC Unity Video Player (used as a Prefab for VketVideoPlayer)
- The following controlled components have been added:
- VRC Unity Video Player
- Stop() function will be called once the local player goes outside the Udon Update Range.
- The following controlled components have been changed:
- AudioSource
- Before: It will be Disabled once the local player goes outside the Udon Update Range.
- After: Set to Enabled when the local player enters the Udon Update Range, and set to Disabled when the local player leaves the Udon Update Range.
- 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. CameraDepthTexture will continue to be available since Vket2025 Winter. 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.
Please note that work performed in environments other than the following will not be supported:
- Create the Space 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 space should be arranged and set according to the following regulations.
- Every object should be a child of the
Circle ID object. - Objects should be placed under the objects named Static and Dynamic, which are the children of the aforementioned parent object.
- Object Tag must not be EditorOnly.
- Objects must use layers other than UserLayer28-31.
- Objects with the below property should be placed under the "Static" object.
- Fixed object with unchanging mesh
- All objects inside the "Static" object should have the Static settings defined below.
- *1 If Contribute GI is enabled, certain shaders may not respond correctly to baked lighting, which could result in unintended visual effects. Please keep this in mind.
- *2 If Batching Static is enabled, some shaders may not render correctly. Please be aware of this.
- If you are unsure about the settings, it is recommended to place the objects under the "Dynamic" hierarchy instead.
| Static setting | Regulation |
|---|
| Contribute GI | Unrestricted *1 |
| Occluder Static | Disabled |
| Batching Static | Unrestricted *2 |
| Occludee Static | Enabled |
| Reflection Probe Static | Unrestricted |

- Objects with one of the below properties should be placed under the "Dynamic" object.
- Objects with animations, including all changes like Enable/Disable as well as movement and rotation.
- Objects that can be Pickup
- Objects with ParticleSystem
- Objects with AudioSource
- Objects with Rigidbody
- Objects with UdonBehaviour
- Objects controlled by UdonBehaviour like movement or Active switch
- Any other objects that may move or be subject to controls
- All objects inside the "Dynamic" 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 exhibit must be contained within the boundary of 4m wide x 4m deep x 5m high
- ±2m in the XZ direction and 5m 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 be within 10.00MB
- This is the file size when building the exhibit 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 reference value 30
- The total size of lightmap images should not exceed 512x512 (Total 262,144 pixels)
- Among the objects with Contribute GI checked (except those with ScalesInLightmap value of 0), those with overlapping lightmaps are recommended to be fixed.
- Upon placement, the exhibit 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.
- UnlitWF Shader 2.10.0 *From VCC
- MToon v3.9
- UniUnlit in UniVRM-0.128.3_b045
- Mochie’s Unity Shaders v1.69.1
- lilToon 2.3.2 *From VCC
- Filamented Standard 1.4
- *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 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.
- Scripts inside the Editor folder should not be put inside the submission folder.
- When using the Poiyomi Shader, 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 buffers to not exceed 200.
- Udon Behaviour
- Not more than 10 per exhibit
- Those in the official prefabs count.
- See Udon Rule for detailed rules.
- VRC Object Sync
- Not more than 5 per exhibit
- Those in the official prefabs count.
- Allow Collision Ownership Transfer should be disabled.
- VRC Pickup
- Not more than 5 per exhibit
- Those in the official prefabs count.
- Some functions of objects containing this component are controlled by Udon. For details, please check the item of the controlled component.
- VRC Station
- Not more than 4 per exhibit
- VRC Ui Shape
- VRC Spatial Audio Source
- VRC Unity Video Player
- Can only be used as a part of official Prefabs.
- Not more than 1 per exhibit
- Disable Auto Play.
- This component is partially controlled by Udon. For details, please check the item of the controlled component.
- VRC AVPro Video Player
- Can only be used as a part of official Prefabs.
- Up to 1 per exhibit
- Disable Auto Play.
- This component is partially controlled by Udon. For details, please check the item of the controlled component.
- VRC AVPro Video Screen
- Disable Use Shared Material.
- VRC AVPro Video Speaker
- VRC Avatar Pedestal
- Can only be used as a part of official Prefabs.
- VRC Mirror Reflection
- Can only be used as a part of official Prefabs.
- Up to 1 per exhibit
- Object layer must be set to Water.
- Maximum Antialiasing cannot be set to X8.
- VRC Phys Bone
- The sum of VRC Phys Bone and VRC Phys Bone Colliders is 10 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 10 or less per exhibit
- ShapeType must not be Plane.
- Do not stick out of the space.
- VRC Contact Sender
- The sum of VRC Contact Senders and Receivers is 10 or less per exhibit
- Do not stick out of the space.
- VRC Contact Receiver
- The sum of VRC Contact Senders and Receivers is 10 or less per exhibit
- 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
- Box Collider / SphereCollider / CapsuleCollider / Mesh Collider
- Mesh Collider is not recommended. Make similar shapes with other Colliders as much as possible.
- Do not stick out of the space.
- Rigidbody
- Enable "Is Kinematic" on use.
- Cloth
- Character Controller
- 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.
- Changing Lightmap Parameters 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.
- Sprite Renderer
- Sprite Mask
- Sorting Group
- Particle System
- Shape designated in the "Shape" module must not be MeshRenderer.
- Do not stick out of the space during playback.
- Trail Renderer / Line Renderer
- Do not stick out of the space during playback.
- Particle System Force Field
- Only Sphere or Box can be used as Shape.
- On use, adjust the End Range value within the space boundary.
- Light
- There is a limit to the settings. Use the values in the table below.
- Minimize the protrusion of lights from the space. If it sticks out, make it less than 2 meters (about 2 meters in front, back, up, down, left and right of each space will be allocated as a buffer area with other exhibits. Please keep the light effect inside this area.)
- Please note that even if it is within the specified range, we may ask you to change or remove it if the installation method interferes with the baking work of the entire world or strongly affects other exhibits.
- Light Probe Group / Light Probe Proxy Volume
- Do not stick out of the space.
- Reflection Probe
- Set Type to either Baked or Custom.
- Resolution is at maximum 128.
- Please note that exhibits will be rotated on the Y-axis when placed in the world, but the Reflection Probe will not be rotated and will maintain its orientation according to the world coordinates.
- Camera
- Not more than 2 per exhibit
- Set the component to Disabled in the initial state.
- Set to Enabled only when the local player is inside the Udon Update Range (description below).
- Be sure to specify RenderTexture for TargetTexture.
- Not more than 2 RenderTextures with sizes up to 1024 x 1024 each.
- This component is partially controlled by Udon. For details, please check the item of the controlled component.
- Flare Layer
- Skybox
- Projector
- Up to 1 per exhibit
- Objects that include Projector should be inactive in the initial state.
- Set to Active only when the local player is inside the Udon Update Range (description below).
- Post Process Volume
- Disable Is Global.
- Prohibited Effects: The below Effects cannot be used.
- Ambient Occlusion
- Screen Space Reflection
- Depth of Field
- Motion Blur
- Lens Distortion
Light setting value limit
Directional Light cannot be used.
| Type | Point or Spot | Area |
|---|
| Mode | Baked | (baked only) |
| Range | 0-7 | 0-7 |
| Width | - | 0-5 |
| Height | - | 0-5 |
| Radius | - | 0-2.5 |
| Intensity | 0-10 | 0-10 |
| Indirect Multiplier | 0-15 | 0-15 |
| Shadow Type | Soft Shadows or Hard Shadows | - |
| Cast Shadows | - | ON |
| Number limit | No limit | Not more than 3 per exhibit |
- Aim Constraint
- Look At Constraint
- Parent Constraint
- Position Constraint
- Rotation Constraint
- Scale Constraint
- Canvas
- Set Render Mode to World.
- Canvas Scaler
- Graphic Raycaster
- Canvas Group
- Grid Layout Group
- Horizontal Layout Group
- Vertical Layout Group
- Layout Element
- Content Size Fitter
- 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
- Button
- Toggle
- Toggle Group
- Slider
- Scrollbar
- Scroll Rect
- Dropdown / TMP_Dropdown
- Input Field / TMP_Input Field
- Event Trigger
- Selectable
- Animator
- Not more than 50 per exhibit
- Disable Apply Root Motion.
- Culling Mode should be set to Cull Update Transforms or Cull Completely in principle. Avoid Always Animate unless absolutely necessary.
- AudioSource
- Not more than 10 per exhibit
- This component is partially controlled by Udon. For details, please check the item of the controlled component.
- Exhibitors cannot change the Enabled state of components.
- Adjust the Volume by referring to the official audio sample so that it does not become excessively loud.
- Specifications of the sound source:
- Base loudness value: -14LUFS, with Ceiling set to -3.0dB
- Export setting: .ogg -128kbps is recommended
- Audio Reverb Zone
- Adjust Max Distance so that the effect does not go outside the space.
- Cyan Trigger Asset
- Convert the Cyan Trigger Component to the Cyan Trigger Asset Component.
| Prefab | Available Components |
|---|
| VketAvatarPedestal | VRC Avatar Pedestal |
| VketVideoPlayer | VRC AVPro Video Player |
| VketVideoPlayer | VRC Unity Video Player |
| VketMirror | VRC Mirror Reflection |
Other components provided by Vket staff
All Components other than the above available Components
The range of ±3m on the X-axis, ±4m on the Z-axis, and + 6m on the Y-axis with respect to the origin, that is an area of 6m width, 8m depth and 6m height, shall be defined as the Udon Update Range. The below Components shall be controlled by the organizer based on this range.
- VRC Pickup
- If used outside the official Prefabs, the object location will be reset once the player goes outside the Udon Update Range.
- Camera
- It will be Disabled once the local player goes outside the Udon Update Range.
- AudioSource
- Set to Enabled when the local player enters the Udon Update Range, and set to Disabled when the local player leaves the Udon Update Range.
- Projector
- The Object with Projector attached will be turned not Active once the local player goes outside the Udon Update Range.
- VRC AVPro Video Player
- Stop() function will be called once the local player goes outside the Udon Update Range.
- VRC Unity Video Player
- Stop() function will be called once the local player goes outside the Udon Update Range.
Please observe the following for avatars set in VRC Avatar Pedestal, in accordance with VRChat's guidelines.
When you are going to load external data using VideoPlayer, ImageLoading, StringLoading, or other methods, please comply with the below policies.
If you are found to be in violation of them during or after the event, we may ask for modifications or take actions such as hiding the object or removing the exhibit.
- It is prohibited to load external data in violation of the Terms of Service, Community Guidelines and Creator Guidelines of VRChat.
- It is prohibited to load external data that leads to the promotion or advertising of products or services like NFT or blockchain technology.
- External data to be loaded must be secured so that only the exhibitor members may modify it, preventing unrelated persons from modifying it.
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 ReflectionProbe for the world will be installed. It can be referenced within the exhibit.
- A CameraDepthTexture for the ScreenCamera is generated. It can be referenced within the exhibit.
- The DirectionalMode when light baking is 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.
- Since the Environment layer is not illuminated by Realtime lights, we recommend using the Environment layer for meshes that are light baked.
- Use the Pickup layer for pickable objects (such as small objects that can be picked up).
- 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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