The VRChat Documentation Hub

Welcome to the VRChat Documentation hub. You'll find comprehensive guides and documentation to help you start working with VRChat as quickly as possible, as well as support if you get stuck. Let's jump right in!

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Cross-Platform Setup

Setting up a cross-platform world or avatar is actually quite straightforward! In short, all you have to do is use a duplicate project to build an Android version of the asset, and upload it to the same content ID as the VRChat PC asset. The client will manage which version it needs to download.

If you need a bit more detail on how to do this properly (and easily), here's a short guide.

Duplicating your Project

We'll be making the assumption that you already have a VRChat PC project set up with your world or avatar. If this isn't the case, you'll need to set up and create your project for PC first. You could also build for Android/Quest first, but that's your call.

After you've got your project at the point where you want to build and upload for VRChat PC, go ahead and do so. This process is identical to our standard setup.

Once you've got your VRChat PC build up, you'll need to duplicate the project for the Quest (Android) version. To do this, close Unity, copy your project folder, and paste the copy elsewhere. Basically, you're duplicating your project. The location doesn't matter much, as long as they are separate and distinct projects. You might want to name the project something like MyVRChatProject-Quest just to keep organized.

Keep in mind that any changes you make to one project, you should make to both. If it is something simple like moving an object, you can simply move the object in one project, then copy/paste the transform values to the second project.

For more complex or wider-reaching changes, you may have to re-duplicate the project, or be very careful with how duplicate the changes.

Setting up for Quest

Open your Quest project in Unity. Since it is a duplicate, you shouldn't have any changes. However, we're about to change that. Let's swap your build target to Android. Here's how to do that:

There's some important notes here:

  • You need to install Unity's Android SDK. Otherwise the option won't pop up.
  • Although you can swap back and forth between Windows and Android, you probably don't want to do this. It changes files around, you probably want to maintain a scaled-back version of your world for Quest, and...
  • It can take a significant amount of time to swap to the Android platform. Thankfully, if you maintain two separate projects, you only do this once. If your project is huge or has dozens of avatars, you'll probably want to just export the content you want as Prefabs or UnityPackages, and then create an empty Android project from scratch.

Fine-tuning and Optimization

Now that you've got two separate projects set up appropriately, you'll need to start optimizing. You cannot skip this. Quest is a powerful headset, but not nearly as powerful as a typical VR-ready PC. You'll need to check out our Quest Content Optimization page to see what you need to do. For worlds this means baking lighting, lowering geometry complexity, avoiding transparency, and lowering texture resolution. For avatars, this means removal of excess components, excess bones, lowering geometry complexity, avoiding transparency, and reducing texture size.

This will take a while, and is expected to be challenging. Optimizing for mobile hardware is difficult! Thankfully, there's a ton of resources out there, and even a cursory YouTube search for "optimizing Unity for mobile" reveals a ton of good content.

Uploading Content

Once your world or avatar is ready, you can upload! This upload process is identical to the VRChat PC upload process, although the SDK will be a lot more aggressive with warning you about performance issues.

You'll want to upload your world or avatar to the same ID as you have for the VRChat PC version of the content. The version you're uploading depends on the originating project's build target. If you're on a project set up for Android, it'll upload for Quest. If the build target is Windows, then you're uploading a PC version. That's basically it-- once you've uploaded, any client that views your content will talk to our servers a bit like this:

"Hey, I'm an Oculus Quest and I want this content."
"Ok, here's a Quest version."

"Hey I'm a VRChat PC user and I want this content."
"Ok, here's the VRChat PC version."

Of course, if there's no Quest version of an avatar, nothing will be delivered. At this time, this will result in a "red man" error avatar. Likewise, if a PC user tries to view a Quest-only avatar, they'll get another error avatar.

If you try to load into a world that doesn't have an asset version for your platform, you'll just be dumped back to Home.

However, if you join a world that has both Quest and PC versions, and the people in the instance have both Quest and PC versions of their avatars, you'll view the world appropriately for your platform and be able to hang out with everyone, with no issues!


We know that maintaining two "separately optimized, but identical in content" projects for PC and Quest isn't ideal, and the process is a bit of an exercise in repetition. However, this process gives you a massive amount of control, and lets you be quite creative with the different platforms while sticking to the appropriate level of optimization for whichever platform you're targeting.

We'll be looking into ways to improve this process over time, but keep in mind many of these limitations are due to the way projects are managed in Unity.


  • Your VRChat PC avatar can have all kinds of bells and whistles that the VRChat Quest avatar can't have. Depending on the platform, users will see whatever version is appropriate for their client.
  • You can be a bit creative with this as well-- you could have a high-poly world or avatar for PC users, and then a low-fi (but still stylish) version for Quest users.
  • Define a set of box colliders or a low-poly mesh collider for both the PC and Quest versions of the world and use that instead of a mesh collider. Parent the colliders to an empty GameObject at a specific coordinate, and if you update one project, you can copy/paste that object to the other project easily. That way you'll never see users on different platforms "float", and you won't have issues with expensive and complex high vertex count mesh colliders.
  • Remember, avoid transparency at all costs! It is quite expensive.
    • As an aside, yes, "alpha cutout" counts as transparency.

Cross-Platform Setup

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