FAQ for Exhibitors

Submission Rules

Can I exceed the booth size limit?

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.

Can I use materials (3D models, etc.) purchased at Unity Asset Store, BOOTH, or any other store?

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. Virtual Market 2022 Winter Terms

The material looks different after implementing Static setting.

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.

Venue preview and venue debugging

I can't launch preview world from MyPage

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.

exhibitorfaq

Cannot change the avatar in the avatar pedestal. Though the pedestal has worked in the local test using Unity on my PC, it won't work in the Preview World.

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.

VketTools

First of all, please confirm the following points:

  • You are using projects created with VRChat Creator Companion.
  • You are using Unity 2019.4.31f1
  • You are using VRChat SDK World of 3.1.9 or older version.

VketTools does not appear on the top menu.

Please try closing the Unity once and relaunching it. If you still do not see the VketTools, please try reimporting the VketTools package.

exhibitorfaq

When I check the booth, I get a message "Light Bake failed" and the check is aborted.

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.

exhibitorfaq

VRChat won't launch when submitting

Please make sure the following points.

  • VRChat will launch when you click "Build & Test" from VRChat SDK menu
  • If not working, open VRChat SDK Settings menu and check if the Installed Client Path is set correctly
    If the path is empty, the system may not function properly. Please try Revert to Default.

Some of the shaders in the VketShaderPack seem to be of older version. Can I update the files?

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.

Udon

Errors on submission

*** I encountered ExecutionEngineException: String conversion error: Illegal byte sequence encountered in the input. error.

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."

e.g.
Error:

C:\Users\Vケットちゃん1号\プロジェクト\

Safe:

C:\Vket2022W\Project1\

I'm using some official prefabs, but several components are marked prohibited.

This can occur in the following cases.

  • Some official prefabs are "broken"

To solve this, please place the official prefabs into the scene hierarchy again.

Size limit over

There are two size limits for the booth.

  • A.Total file size limit of the folder to be submitted
  • B.Build size of the AssetBundle

The former is the file size displayed when you open the exhibitor ID folder with Explorer, right-click and select Properties.

exhibitorfaq

Check the following points and reduce the file size.

  • Typically, files with larger sizes fall into one of the following three categories.
    • Texture
    • fbx
    • .asset files created by mesh combine tool like MeshBaker
  • Move unused files out of the folder or delete them.
  • If the texture file is a PSD file, export it into png format.
  • If you have made the "Max Size" of the texture file smaller than the actual size, you can resize it using paint software or something.

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".

exhibitorfaq

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.

exhibitorfaq

Am I required to Extract Materials?

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

exhibitorfaq

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.

exhibitorfaq

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.

exhibitorfaq

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