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Intro To Making Quest Content

Sounds like time to break down some basics for making Quest content for VRChat! Plenty of specifics to go through, but it's not nearly as difficult as it has been in the past. With Spookality happening this month, lets get going and make some Quest worlds!

Intro To Making Quest Content


Alright! Spooky season is here, and with it, VRChat’s Spookality world jam.

Of course, with a bunch of people jumping on new projects, that gives us the perfect opportunity to talk about Quest compatibility and other best practices. Now, the actual documentation for this from VRChat hasn’t been updated a whole lot, and focuses on having the user maintain TWO Unity projects at the same time.

Which, don’t do that.

If you want to know HOW far out of date these instructions are, Udon has been out for almost three years and this page only mentions Triggers.

So! Let’s get started.

Intro To Making Quest Content

Unity Android Support

First of all, uploading to Quest will require Android Support for Unity.

The Creator Companion will install this on its own, but you can install it yourself through Unity Hub.

Making Quest Content _ VRChat SDK Tutorial 0-46 screenshot.png

In the “Installs” tab, find VRChat’s current version, hit the gear and select “Add Modules”, and install “Android Build Support” under platforms.

Making Quest Content _ VRChat SDK Tutorial 0-50 screenshot.png

You won’t need the NDK Tools or OpenJDK.

Next! Let’s open up that Unity Project.

Intro To Making Quest Content

Asset Pipeline 2

This next step only applies if you have a project that was made in the 2018 version or older, so most of you can skip this specifically.

But if you have, make sure to open up your “Project Settings” window, go to “Editor”, and make sure that “Asset Pipeline Mode” is set to Version 2.