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The single account for all Vket services.

You must create a Vket Account to apply for an exhibition, submit your creation, or host your events in Vket. Sign up can be done easily by linking your service accounts!

This page summarizes reference information by purpose for exhibiting.
Please also check the following pages:
Regardless of whether it is shape key, animation, particles, or other gimmicks, please make sure not to exceed the limit.
Also, regardless of mesh bounds, the booth must not exceed the size limit visually.
If redistribution is prohibited for the asset, it cannot be used. Please check the terms of use of each asset.
For other prohibited items, please refer to the exhibition terms:
Terms and Conditions for Vket Event Exhibition
Toon shaders like UnityChanToonShader2.0 may look different when set Batching Static or Lightmap Static, such as thicker outline. Please make adjustments after making Static settings.
You may need to change the settings to be able to launch VRChat from the vrchat:// URL. Please click "Proceed" in the dialog that appears when you exit the VRChat.

The issue is likely to be caused by the difference in the location of the booth. While the booth is placed at (0,0,0) in your local test, the location will be changed in the Preview World. When adjusting the Interact of the pedestal, please keep the Center of the Capsule Collider at (0,0,0) and move the Transform of VketAvatarPedestal_3D.
First of all, please confirm the following points:
Please try closing the Unity once and relaunching it. If you still do not see the VketTools, please try reimporting the VketTools package.

This message is displayed when the light bake is not successful. If Auto Generate is checked in the Lightmapping Settings of the Lighting tab, the bake launch from VketTools will be rejected and this message will appear.

Please make sure the following points:
If the path is empty, the system may not function properly. Please try Revert to Default.
Please do not update the files in "VketShaderPack" folder. If you want to use an updated version of the shader, you can import the shader separately into your submission folder and use it instead.
This error is caused by having a 2-bytes character, such as Kanji, in any folder leading up to the project folder.
Please make sure that the names of the project folder and all folders in the hierarchy containing the project folder comprise half-width alphabets, numbers, or symbols.
The project folder can be accessed by right-clicking any assets and selecting "Open in Explorer."
Example of Error:C:\Users\Vケットちゃん1号\プロジェクト\
Safe:C:\Vket2024W\Project1\
This can occur in the following cases.
There are two size limits for the exhibit.
The former is the file size displayed when you open the exhibitor ID folder with Explorer, right-click and select Properties.

Check the following points and reduce the file size.
The latter, the build size of the AssetBundle, is the file size that will be displayed when you run "Build Size Check" in the tool.
In most cases, most are texture files. You can reduce the build size by selecting a texture file and reducing the "Max Size", or checking "Use Crunch Compression".

If you import an fbx file with a lot of shapekeys, such as an avatar, the build size can be very large if Blend Shape Normals is set to Calculate. If you are not going to use Blend Shapes, you might as well remove the check from Import BlendShapes.

If you get the following error, the material included in the fbx file is being used.

Select the fbx file and check the Inspector. If you can click the Extract Materials button as shown below, the material included in the fbx file is being used.

Click on the Extract Materials button to extract the included material into the project folder for use. You should see the material set in the On Demand Remap section as shown below.

Also, you can avoid using the bundled material by setting your own material in the On Demand Remap section without Extract Materials.