The avatar creation tool for everybody: create and express yourself in your very own avatar.
Create your own metaverse on a web browser, using the development solution created by HIKKY.
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!

Vket has "Cross-Platform Worlds." This guide will cover how to make Quest/Android compatible space so that visitors can enjoy your exhibit from mobile environment. Please refer to VRChat Guides for further information.
A common misconception about Quest/Android compatible VRChat world is:
"The shader must be ToonLit, right?"
This is completely untrue. Shader restrictions are applicable only to avatars.
We won't restrict any shaders in cross-platform world in Vket.
But still, there do exist shaders not well-fit to Quest/Android. So please visit preview world on actual mobile devices to check any visual issues of your exhibition.
While it is one of the most strict restrictions due to the specifiations of the VRChat, most spaces for concept worlds can be made within this restriction.
In short, it is the file size of the world itself. In Quest/Android the total build size of the world is limited to 50MB, leaving only 3MB for each space.
You can check the build size by following the below steps.

The "Compressed Size" shown here is the build size. Textures should account for much of this value in most cases.
Hence, you should do the following on the Inspector of textures.
Reduce texture resolution. While it is set 2048 on the screenshot below, 1024 will suffice in many cases.
Changing by one step reduces the pixel count into one fourth, as it is halved twice, achieving much reduction in file size.
Choose Low Quality, Normal Quality, or High Quality, and the engine will pick a format suitable to each format and compress the texture image.
In most cases, Low Quality will look sufficiently good.
This is almost mandatory for reducing the build size.
Enable the Use Crunch Compression to crunch-compress the image. The higher the Compressor Quality value, located immediately below, the higher the quality and size will be.
In some cases, lowering Max Size and keeping the Compressor Quality yield better results than lowering Compressor Quality.
Trying different settings is the fastest way to find the optimal setting.

If you have sound files, they may take up much volume, but compression is much harder as the sound quality is synonymous with file size in the case of sounds.
You can reduce the file size of meshes with certain settings.
If you don't use BlendShapes in your space, removing this setting may reduce the file size by a wide margin.
This is effective when you exhibit avatars without animating expressions.
This setting will compress the mesh.
This may affect the look of the model. You should treat it carefully.

If you are not exhibiting avatars, you simply switch to shaders that compatible with cross-platform.
If you exhibit an avatar pedestal in your space, you will need to set the shader of your model to shaders permitted for Quest/Android, in most cases ToonLit.
Also, you may remove Dynamic Bone if it has any. There is also limits imposed on Physbone for Quest/Android.
For now, if the avatar's Performance Rank became Very Poor, such as exceeds 20,000 poly count, Quest/Android users won't be able to see the avatar without Show Avatar. Note that "Show Avatar" for Very Poor avatars may be removed in the future.
You may search for "Questtool" in Twitter or somewhere to find convenient tools that apply minimum required conversions and settings automatically. Please use the tools at your own risk.
Put all texture files under exhibitor ID/Textures and materials under exhibitor ID/Materials.