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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!

Under our submission regulations, there are limitations on the number of SetPassCalls and Batches per space. In this page, we will introduce you what these values mean and how to cut the render cost on Unity.
Space Exhibition
Item Exhibition
Avatar Exhibition
Note that these limitations can vary based on other circumstances, such as the World that your space is going to be placed and formats of exhibition.
Please check the regulations applicable beforehand.
SetPassCalls/Batches shows the estimated render cost of the Project. It can be checked from "Stats" located at the upper-right of the Game View on Unity.
The numbers below are the Statistics for one random VRChat avatar, meaning that its render cost is equivalent to a couple of spaces.
When submitting your space, the VketTools measures the render cost of each space. The values shown on the Game View should be used only for referential purpose. (Objects not to be submitted may be counted in)

On rendering, Unity first designates the Mesh by Batches, Material by SetPassCalls, and then renders by DrawCall. The bigger those numbers are, the more Unity renders in a frame, which means a higher render cost.
The ultimate method for reducing SetPassCalls and Batches is to reduce the number of Meshes and Materials. Luckily, there are several ways we can reduce render costs by utilizing functionalities of Unity itself or using other tools.
Your cooperation allows more spaces to fit in the World, so please cooperate on mitigating the render cost!
Taking a standard space configuration, a space with an avatar in the center and structures around as an example, the simplest reduction method would be like this:
Batching only works between Meshes using the same Material. If different materials are used, Batching may not contribute to the reduction.
Batching Static is located here in the Static settings menu.

Rendering with a single Material can reduce the number of SetPassCalls.
Meshes with the same Material will be Batched, which might reduce Batches too. To combine several Materials into one, the following three conditions must be met.
You can set up Texture Atlas with either of the following options.
Combining Meshes can be helpful in reducing Batches. You can use either of the below methods.
Shaders that call render more than once (multipass shaders) will call SetPassCall several times too, and so changing it can contribute to saving render cost.
For example, if you are using a toon shader with outlines, using no-outline version is worth considering. In general, toon shaders use a different pass for the outline separate from the main shading. Thus, there is a high possibility that a shader without outlines can contribute to reducing render costs. Changing the outline width to zero will not disable the outlining process, so you should use the version without the outline, which usually comes with toon shaders. It is also possible to decide not to use outlines for models that had outlines originally so as to save render cost.