unity-vrc-world-sdk-3

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VRChat World SDK 3 scene setup and optimization guide. Use this skill when configuring VRChat world scenes, placing SDK components, setting up layers, optimizing performance, or uploading worlds. Covers VRC_SceneDescriptor, spawn points, VRC_Pickup, VRC_Station, VRC_Mirror, VRC_ObjectSync, VRC_CameraDolly, layer/collision matrix, baked lighting, Quest/Android limits, and upload workflow. SDK 3.7.1 - 3.10.3 coverage. Triggers on: VRChat world, VRC SDK, scene setup, VRC_SceneDescriptor, spawn point, VRC_Pickup, VRC_Station, VRC_ObjectSync, layer setup, optimization, Quest support, light baking, upload, FPS improvement. Related: Use unity-vrc-udon-sharp for UdonSharp C# coding.

niaka3dayo By niaka3dayo schedule Updated 6/11/2026

name: unity-vrc-world-sdk-3 description: > VRChat World SDK 3 scene setup and optimization guide. Use this skill when configuring VRChat world scenes, placing SDK components, setting up layers, optimizing performance, or uploading worlds. Covers VRC_SceneDescriptor, spawn points, VRC_Pickup, VRC_Station, VRC_Mirror, VRC_ObjectSync, VRC_CameraDolly, layer/collision matrix, baked lighting, Quest/Android limits, Dynamics for Worlds, Build Panel validation alerts, and upload workflow. SDK 3.7.1 - 3.10.4 coverage. Triggers on: VRChat world, VRC SDK, scene setup, VRC_SceneDescriptor, spawn point, VRC_Pickup, VRC_Station, VRC_ObjectSync, layer setup, PhysBones, Contacts, Box Contacts, Global Avatar PhysBone Colliders, VRCPhysBoneCollider, VRCTween, optimization, Quest support, light baking, upload, SDK validation, Build Panel warning, Auto Fix, red warning, yellow warning, white warning, FPS improvement. Related: Use unity-vrc-udon-sharp for UdonSharp C# coding. license: MIT metadata: author: niaka3dayo version: "2.5.1" tags: vrchat, world-sdk, scene-setup, optimization, components, upload, sdk-validation, build-panel


VRChat World SDK 3 Guide

Table of Contents

Section Content Reference
Scene Setup VRC_SceneDescriptor, Spawn This file
Components Pickup, Station, Mirror references/components.md
Layers & Collision Layers, Collision Matrix references/layers.md
Performance Optimization guide references/performance.md
Lighting Lighting settings references/lighting.md
Audio & Video Audio, Video players references/audio-video.md
Build Validation Red/yellow/white SDK alerts references/build-validation.md
World Upload Upload workflow references/upload.md
Troubleshooting Problem solving references/troubleshooting.md
Cheatsheet Quick reference CHEATSHEET.md

Common Mistakes (NEVER List)

These cause silent world failures, performance disasters, or Quest incompatibility:

# NEVER do this Why it hurts Use instead
1 Enable Mirror by default (active on world join) Renders the entire scene twice — immediate FPS halving, catastrophic on Quest Default Mirror OFF; add UdonSharp toggle or player-triggered activation
2 Use realtime directional lights with real-time shadows Quest has no hardware shadow acceleration; shadow casters commonly cost on the order of 10-30 FPS in practice (varies by scene) Baked lightmaps + light probes; set lights to Baked or Mixed mode
3 Set Respawn Height at or above the world floor Player respawns → falls → respawns again → infinite loop; players cannot recover Set to an unreachable depth (e.g., floor at Y=0 → Respawn at Y=-100)
4 Skip "Setup Layers for VRChat" on a new project Layer collision matrix is wrong by default — players walk through walls, Pickups clip floors Run VRChat SDK > Builder > "Setup Layers for VRChat" before placing any colliders
5 Enable Post-Processing without Quest build profile Post-Processing is silently disabled at runtime on Quest but VRAM is still allocated Use separate Android build profile with post-processing disabled
6 Place more than 2 active video players simultaneously Each player adds significant decoding overhead; running >2 simultaneously is a common cause of frame drops and audio issues in practice Disable extra players at scene start; activate only the currently playing one
7 Use Unity Constraints or Cloth on Quest Both are disabled silently at runtime on Quest — animations freeze, cloth hangs in place Use VRC Constraints (SDK 3.10.0+, world-supported) or Animator-driven transforms, and remove cloth from Quest meshes
8 Upload without completing a lightmap bake Realtime GI calculates at runtime — commonly on the order of 3-5× draw call overhead in practice, unacceptable on Quest Always bake lights before upload; Progressive GPU lightmapper is fastest
9 Place player walkable surfaces on Default layer (0) Collision matrix is wrong by default — avatar physics collision is unreliable; players may clip through geometry Use Environment (layer 11) for all walkable geometry, walls, and floors
10 Use very high lightmap resolution for large areas without profiling Texture memory can spike significantly at high resolutions; a common cause of OOM crashes on mobile headsets Start at 10-20 texels/unit (PC) / 5-10 (Quest) as a practical guideline; profile VRAM and adjust — official guidance says "keep lightmap resolution low" for Quest
11 Add VRC_UIShape to a Screen Space or Overlay Canvas VRC_UIShape requires World Space Canvas; other modes throw a runtime Unity error in VRChat — the UI renders visually but is not interactive, with no visible error to the world builder Set Canvas > Render Mode to World Space before adding VRC_UIShape

Reference Loading Guide

Load only what the task requires.

Task MANDATORY READ Optional Do NOT Load Load Rationale
Setting up a new scene from scratch components.md, layers.md upload.md audio-video.md, troubleshooting.md Collision matrix non-obvious; component deps needed upfront
Making objects grabbable (VRC_Pickup) components.md layers.md audio-video.md, lighting.md Pickup/Rigidbody requirements not in standard Unity docs
Configuring Dynamics for Worlds (PhysBones, Contacts, Box Contacts, Global Avatar PhysBone Colliders, world VRCPhysBoneCollider access) components.md layers.md, troubleshooting.md; use unity-vrc-udon-sharp for Udon code audio-video.md, lighting.md Dynamics component availability and Udon access are SDK-version sensitive
Setting up seating (VRC_Station) components.md layers.md audio-video.md, performance.md Station collider + exit requirements are VRChat-specific
Optimizing FPS for Quest performance.md, lighting.md troubleshooting.md audio-video.md, upload.md Quest limits differ from PC; bake requirements non-obvious
Adding audio or video player / voice zones (SetVoiceGain, Steam Audio) audio-video.md, components.md troubleshooting.md lighting.md, performance.md AVPro vs Unity Video selection is VRChat-specific
Baking lights / lightmap setup lighting.md, performance.md audio-video.md, layers.md Lightmap resolution and probe placement affect Quest VRAM
SDK Build Panel validation alerts, red/yellow/white warnings, or Auto Fix questions build-validation.md upload.md, troubleshooting.md audio-video.md, lighting.md Alert severity, build consequence, and Auto Fix side effects must come from SDK-backed catalog
World upload and publish upload.md build-validation.md, troubleshooting.md audio-video.md, lighting.md Upload steps and validation order are fragile; easy to miss
Debugging collision or layer issues layers.md, troubleshooting.md components.md audio-video.md, lighting.md VRChat collision matrix differs from Unity default
Mirror setup and configuration components.md performance.md audio-video.md, upload.md Mirror layer mask requirements are VRChat-specific

Before Starting a New World — Design Decisions

These decisions shape every downstream choice. Make them first, before placing any component.

Decision Options Implication
Quest required? Yes / No Yes → Quest First philosophy applies from day 0, not as a retrofit
Expected player count? 1–8 / 9–40 / 40+ Affects spawn count, mirror policy, max video players
Primary interaction? Grab (Pickup) / Sit (Station) / Watch (Video) / Explore Determines which SDK components are mandatory
Lighting approach? Baked / Mixed / Realtime Realtime is only viable on PC-only worlds; all lights must be baked before upload
Networked objects? None / Physics (Pickup+ObjectSync) / State (UdonSynced) Determines sync architecture before Udon scripting begins

Design Philosophy: Quest First

Build for Quest and get PC for free. Build for PC and Quest becomes a separate project.

Quest (Meta Quest 2/3/Pro) defines the performance budget:

  • CPU/GPU: ~2× slower than PC VR; tile-based GPU with no hardware shadow maps
  • VRAM: ~4 GB shared with OS (vs 6–12 GB on PC); no HDR framebuffer
  • Thermal throttling: Sustained 100% GPU load causes clock reduction within minutes

If a world runs at 72 FPS on Quest with a single test client, it will typically run at 90+ FPS on PC — though results vary by shader complexity, CPU-bound workloads, and hardware differences. The converse rarely holds. Verify against the official VRChat optimization documentation before publishing.

NEVER optimize exclusively for PC with "Quest support added later" — by that point, lighting, materials, and mesh density are all locked to PC quality, and the Quest port requires rebuilding everything.

Quest First Cascade — when Quest is required, every downstream decision inherits constraints:

Quest required? → Yes
  ├── Shaders: Mobile-only (Standard Lite, Toon Lit)
  ├── Lighting: Fully baked (no realtime shadows)
  ├── Geometry: 50K-100K triangles (target range)
  ├── Materials: < 25 unique materials
  ├── Audio: Mono, compressed, limited concurrent sources
  └── Physics: Simplified colliders, minimal Rigidbodies

SDK Versions

Supported versions: SDK 3.7.1 - 3.10.4

SDK New Features Status
3.7.1 StringBuilder, Regex, System.Random
3.7.4 Persistence API (PlayerData/PlayerObject)
3.7.6 Multi-platform Build & Publish (simultaneous PC + Android builds)
3.8.0 PhysBone dependency sorting, Force Kinematic On Remote, Drone API
3.8.1 [NetworkCallable] events with parameters, Others/Self targets, VRCCameraSettings
3.9.0 Camera Dolly API, Auto Hold simplification, VRCCameraSettings additions (CullingMask, GetCurrentCamera)
3.10.0 Dynamics for Worlds (PhysBones, Contacts, VRC Constraints)
3.10.1 Bug fixes and stability improvements
3.10.2 EventTiming extensions, PhysBones fixes, shader time globals
3.10.3 VRCPlayerApi.isVRCPlus, VRCRaycast (avatar), Mirror render-order fix
3.10.4 VRCTween, Box-shaped Contacts, Global Avatar PhysBone Colliders, world VRCPhysBoneCollider Udon access, Data Container capacity APIs ✅ Latest stable

Important: SDK versions below 3.9.0 are deprecated as of December 2, 2025. New world uploads are no longer possible with these versions.


Scene Setup

VRC_SceneDescriptor (Required)

Exactly one is required in every VRChat world.

[VRCWorld Prefab]
├── VRC_SceneDescriptor (Required)
├── VRC_PipelineManager (Auto-added)
├── VRCWorldSettings (Optional - movement speed settings)
└── AvatarScalingSettings (Optional - avatar scale limits)

All Properties

Property Type Description Default
Spawns Transform[] Array of spawn points Descriptor position
Spawn Order enum First/Sequential/Random/Demo (First: always the first spawn; Demo: spawn point is the center of room scale) Sequential
Spawn Orientation enum Default/Align Player With Spawn Point/Align Room With Spawn Point Default
Respawn Height float Respawn height (Y axis) -100
Object Behaviour At Respawn enum Respawn/Destroy Respawn
Reference Camera Camera Player camera settings reference None
Forbid User Portals bool Disable user portals false
Voice Falloff Range float Voice attenuation range -
Interact Passthrough LayerMask Interact passthrough layers Nothing
Maximum Capacity int Max player count (hard limit) -
Recommended Capacity int Recommended player count (UI) -

Reference Camera Usage

// Usage:
// 1. Adjust Near/Far clipping (recommended for VR: 0.01 ~ 1000)
// 2. Apply Post Processing effects
// 3. Set background color

// ⚠️ MUST disable the Camera component after configuring — an active Reference Camera
//    renders a second viewport. VRChat reads only the camera settings, not its output.
// Assign the configured (disabled) Camera to VRC_SceneDescriptor > Reference Camera.

Spawn Points Setup

// Spawn points are empty GameObjects assigned to VRC_SceneDescriptor > Spawns array.
// Players enter facing the Z+ direction of the spawn Transform.

// VRChat-specific requirements:
// - At least 2-3 spawn points (for simultaneous joins — single spawn causes overlap)
// - Place slightly above the floor (~0.1m) to avoid floor collision on spawn
// - Keep clear of obstacles (VR player guardian area is larger than their avatar)
// - Account for VR guardian boundaries — desktop player sizes differ from VR

Required Setup Checklist

□ Exactly one VRCWorld Prefab exists in the scene
□ At least one Transform set in Spawns
□ Respawn Height set to an appropriate value (well below the floor)
□ Reference Camera configured for clipping distances (for VR)
□ Layer/Collision Matrix correctly configured
□ "Setup Layers for VRChat" has been executed

Components

MANDATORY READ references/components.md (~800 lines) before configuring any VRC component below. Load in full — dependency requirements and Udon event hooks are distributed throughout. Do NOT Load: references/audio-video.md (unless the task involves audio/video components), references/lighting.md.

Component Required Elements Purpose SDK
VRC_SceneDescriptor - World settings (required) -
VRC_Pickup Collider + Rigidbody Grabbable objects -
VRC_Station Collider Sittable locations -
VRC_ObjectSync Rigidbody Auto-sync Transform/physics -
VRC_MirrorReflection - Mirror (⚠️ high cost) -
VRC_PortalMarker - Portal to other worlds -
VRC_SpatialAudioSource AudioSource 3D audio -
VRC_UIShape Canvas (World Space) Unity UI interaction -
VRC_AvatarPedestal - Avatar display/switch -
VRC_CameraDolly - Camera dolly 3.9+
VRCCameraSettings None (static API) Read camera info from Udon 3.8.1+

VRC_ObjectSync vs UdonSynced

Scenario VRC_ObjectSync UdonSynced variables
Throwable objects / physics ✅ Recommended
State only / complex logic ✅ Recommended

SDK 3.8.0+: Force Kinematic On Remote — Makes Rigidbody kinematic on non-owner clients, preventing unexpected physics behavior.


Layers & Collision

VRChat Reserved Layers

Layer # Name Purpose
0 Default General objects
9 Player Remote players
10 PlayerLocal Local player
11 Environment Environment (walls, floors)
13 Pickup Grabbable objects
14 PickupNoEnvironment Pickups that don't collide with environment
17 Walkthrough Walk-through objects
18 MirrorReflection Mirror reflection only
22-31 User Layers Available for custom use

Layer Setup Steps

1. VRChat SDK > Show Control Panel
2. Builder tab
3. Click "Setup Layers for VRChat"
4. Collision Matrix is automatically configured

MANDATORY READ references/layers.md when setting up collision or debugging physics. The default Unity collision matrix differs from the VRChat-correct one — always verify. Do NOT Load: references/audio-video.md, references/upload.md.


Performance

Target FPS

Platform FPS Target Measurement Point
PC VR 45+ FPS Spawn point, 1 player
PC Desktop 60+ FPS Spawn point, 1 player
Quest 72 FPS Spawn point, 1 player

Critical Limits

Item Recommended Reason
Mirrors 1, default OFF Renders the entire scene 2x
Video players 1-2 recommended Decoding overhead; no documented hard limit
Realtime lights 0-1 Dynamic shadows are expensive
Lightmaps Required Performance foundation

Quest/Android Restrictions

Component PC Quest
Dynamic Bones ❌ Disabled
Cloth ❌ Disabled
Post-Processing ❌ Disabled
Unity Constraints ❌ Disabled
Realtime lights ⚠️ Avoid

Performance Optimization Workflow

Bottleneck Type Key Indicators Reference
CPU-bound High script time, physics overhead performance.md §Optimization-Workflow
GPU-bound Draw calls, overdraw, shader complexity performance.md §Optimization-Workflow
Memory VRAM usage, texture size, mesh count performance.md §Optimization-Workflow

MANDATORY READ: Load performance.md before optimizing — measure first, then target the largest bottleneck — and references/lighting.md for Quest optimization. Do NOT Load: references/audio-video.md, references/upload.md.


Lighting

Baked Lighting (Required)

✅ Recommended settings:
├── Lightmapper: Progressive GPU
├── Lightmap Resolution: 10-20 texels/unit (PC) / 5-10 (Quest)
├── Light Mode: Baked or Mixed
└── Light Probes: Place along player paths

❌ Avoid:
├── Realtime lights (dynamic shadows)
├── High-resolution lightmaps (memory consumption)
└── Excessive Reflection Probes

MANDATORY READ references/lighting.md when configuring lightmaps or light probe placement. Do NOT Load: references/audio-video.md, references/upload.md, references/layers.md.


Audio & Video

VRC_SpatialAudioSource

Plan each world AudioSource with a VRC_SpatialAudioSource: a bare AudioSource triggers a VRChat SDK Build Panel warning. Add the companion deliberately, avoid Auto Fix as a blind default, and do not overwrite existing VRC_SpatialAudioSource values or tuned AudioSource curves unless requested.

Property Description Baseline / safe-preserve note
Gain Volume boost (0-24 dB) 10 dB is common/default; use 0 dB for warning-only additions to preserve loudness
Near Attenuation start 0m unless the sound needs an intentional near field
Far Attenuation end Match existing maxDistance or the intended audible range; avoid blind default/Auto Fix ranges
Volumetric Radius Source spread 0m for point sources; set intentionally for wide sources
Enable Spatialization 3D positioning false for intentional 2D/global audio; true for authored 3D audio

When preserving an existing AudioSource, keep volume, spatialBlend, rolloffMode, maxDistance, and custom curves; use Gain 0 dB; enable Use AudioSource Volume Curve for tuned 3D rolloff; match Far to the existing maxDistance or intended audible range; and keep Near at 0m unless an existing minDistance/Near value was intentionally authored.

Video Player Selection

Feature AVPro Unity Video
Live streaming
Editor preview
YouTube/Twitch
Quest support

MANDATORY READ references/audio-video.md for VRC_SpatialAudioSource or video player configuration. Optional: references/components.md when wiring audio/video components. Do NOT Load: references/lighting.md, references/performance.md.


World Upload

Upload Steps

1. Check Validation
   └── VRChat SDK > Build Panel > Validations

2. Build & Test (local testing)
   └── "Build & Test New Build"
   └── Supports multi-client testing

3. Upload
   └── "Build and Upload"
   └── Set Content Warnings
   └── Set Capacity

4. Publish settings
   └── Configure public/private on the VRChat website

Pre-Upload Checklist

□ VRC_SceneDescriptor × 1
□ Spawns configured
□ Respawn Height appropriate
□ Layer/Collision Matrix verified
□ Light baking complete
□ Mirror default OFF
□ 45+ FPS in VR
□ No Validation errors
□ Content Warnings set
□ Capacity set

MANDATORY READ references/upload.md before running Build & Upload. Verify all pre-upload checklist items first. MANDATORY READ references/build-validation.md when the user asks about SDK Build Panel validation, red/yellow/white warnings, Auto Fix, or a copied validation message. Do NOT Load: references/audio-video.md, references/lighting.md.


Troubleshooting

Quick Router

Identify the symptom category and jump to the reference section:

Symptom Category Common Cause Reference
Player walks through walls / floor Layer setup not run; geometry not on Environment (11) troubleshooting.md §Layer & Collision
Can't grab / Pickup not working Missing Collider, Rigidbody, or VRC_Pickup component troubleshooting.md §Component
Object not syncing / snaps back Missing VRC_ObjectSync or ownership not transferred troubleshooting.md §Networking
Can't sit / clips through Station Missing Collider; Station Enter Player Location needs adjustment troubleshooting.md §Component
Mirror not reflecting Layers mask missing Player/PlayerLocal/MirrorReflection troubleshooting.md §Component
Build / Upload fails Missing SceneDescriptor, script errors, layer warnings troubleshooting.md §Build
Performance issues Mirror ON, realtime lights, uncooked lightmaps performance.md
Works in Editor but fails in VRChat Editor Play ≠ SDK runtime; use Build & Test troubleshooting.md §Editor
UI visible but not clickable VRC_UIShape on Screen Space / Overlay Canvas (see NEVER #11) troubleshooting.md §Editor

MANDATORY READ references/troubleshooting.md when diagnosing any issue. Do NOT Load for non-troubleshooting tasks.


Related Skills

For C# scripting, network sync, and UdonSharp event implementation, use the unity-vrc-udon-sharp skill.


Templates (assets/templates/)

Starter templates for common SDK component patterns. Each template compiles without modification; adjust Inspector fields and extend the event stubs for your world.

Template Purpose
VRC_Pickup_Rigidbody.cs VRC_Pickup with Rigidbody — OnPickup/OnDrop/OnPickupUseDown/OnPickupUseUp events, ownership transfer, audio feedback
VRC_Station_Basic.cs VRC_Station controller — OnStationEntered/OnStationExited events, PlayerMobility, force-eject API

References

File Content Approx. Lines
references/components.md All component details, component whitelist, Dynamics for Worlds, editor-only exclusion (EditorOnly tag / IEditorOnly) 800+
references/layers.md Layers & collision 300+
references/performance.md Performance optimization 700+
references/lighting.md Lighting settings 400+
references/audio-video.md Audio & video 600+
references/build-validation.md SDK 3.10.4 Build Panel red/yellow/white validation alert catalog, safe fixes, Auto Fix side effects 180+
references/upload.md Upload procedure 300+
references/troubleshooting.md Troubleshooting guide 500+
CHEATSHEET.md Quick reference 200+
Install via CLI
npx skills add https://github.com/niaka3dayo/agent-skills-vrc-udon --skill unity-vrc-world-sdk-3
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