VRChat workflow
Create and Auto-Rig VRChat Avatars
Start with an image or a model you own. Prepare the mesh, add a humanoid rig, and export a PC or Quest Unity package. Finish setup, testing and upload in a VRChat Creator Companion project.
Rigging, mesh cleanup and export use no app tokens. AI generation shows its cost before you start. Unity and the VRChat SDK are required for upload.
Where are you starting?
An idea or reference image
Create a project asset in Asset Studio. Upload your drawing or an image made in ChatGPT, or generate a reference. Use a full-body humanoid in a neutral T-pose or A-pose, with limbs separated.
Create a character Explore a model example without an accountA character without a rig
Inspect and clean up the model first. Then open Auto-Rigger, set the front direction, choose the hand type and place the joint markers. Review the resulting rig before exporting.
Rig an existing character Marker placement guideA rigged model or Unity package
Open it in Mesh Editor to inspect geometry, bones and estimated PC/Quest performance. Package checks are static estimates, not a replacement for the SDK in Unity.
Inspect and export Continue with Unity setupUse only models and images you have permission to use. AI generation does not guarantee usable topology, a valid rig or upload eligibility. Forge is better suited to low-poly props; use Asset Studio for textured characters.
From character to uploaded avatar
- Create or import the character. In Asset Studio, select your reference and choose Create 3D model. Extra reference views are optional. Rotate the output and inspect the back, hands, feet and silhouette. Character creation guide.
- Clean up before rigging. Check scale, disconnected pieces, material count and triangles in Mesh Editor. Simplify if needed. Quad Remesh changes topology, not the VRChat performance rank by itself. Changes to topology after rigging can require a new rig.
- Rig and test deformation. Use Auto-Rigger for unrigged humanoids. Choose five fingers only when the mesh has separated fingers. Play an animation and check shoulders, elbows, knees and hands. Keep your original model and the rigged GLB.
- Choose PC or Quest and export. Open the rigged model in Mesh Editor. Choose Export, then VRChat PC or VRChat Quest. A required-bones error must be fixed before export. See the platform comparison below.
- Set up in Unity. Create an Avatars project with VRChat Creator Companion. Import every asset from the .unitypackage. Open
Assets/CrateyardAvatar/AvatarScene.unity. If setup did not run, choose Crateyard > VRChat > Build Upload-Ready Avatar. Check the Humanoid rig, materials, Avatar Descriptor and eye viewpoint. Detailed Unity checklist. - Test, validate and upload. Open VRChat SDK > Show Control Panel > Builder. Resolve SDK errors, inspect warnings and use local testing where available before publishing. Upload from Unity with an eligible VRChat account. Exporting a package does not upload it. Upload and PC/Quest pairing.
PC or Quest?
Choose the target before simplifying and exporting. For a cross-platform avatar, prepare and validate both variants.
| Check | PC | Quest / Android |
|---|---|---|
| Download | avatar-pc.unitypackage | avatar-quest.unitypackage |
| Rig | A supported Humanoid skeleton with required bones. Unity also validates the imported Avatar. | |
| Geometry | Review the PC estimate and SDK performance report. | Crateyard blocks exports above 20,000 measured triangles. Passing this limit does not guarantee a good rank or normal visibility. |
| Generated materials | Inspect appearance and missing textures in Unity. | Setup uses VRChat/Mobile/Toon Lit and limits imported textures to 1024 pixels. Check appearance on the mobile target. |
| Unity target | Windows | Android, with the matching build support installed through the supported Unity setup. |
The package includes the FBX, available textures and materials, a setup script, and generated prefab and scene. It does not bundle the VRChat SDK. Keep PC and Quest variants in separate projects or working copies to avoid overwriting files with the same export paths.
Before you upload
- The imported Avatar is valid and Humanoid, with the required bones mapped.
- The viewpoint sits between the eyes, and scale matches the intended height.
- Arms, legs and fingers bend correctly. Finger bones alone do not guarantee finger tracking; mapping, mesh weights and the user's controllers matter.
- Materials and textures render on the selected platform. Compare the SDK's full performance report, not only polygon count.
- Configure and test expressions, lip sync and accessories yourself if needed. Generated default animation layers are not a custom expression setup.
- Check ownership/licensing and the SDK account requirements. Your Crateyard login is not your VRChat login.
Common blockers
Export says the Humanoid rig is missing bones
A static mesh or incomplete rig is not enough. Open Auto-Rigger, place the markers, and export its rigged result. If your existing rig uses unsupported bone naming, inspect it in Unity or re-rig a copy. Rigging guide.
Quest export is blocked or the performance rank is poor
Reduce geometry below the export limit before rigging, then inspect materials, texture memory and components. The 20,000-triangle export check is only one requirement. Quest troubleshooting.
The scene is missing, materials are pink, or the avatar will not upload
Use a Creator Companion Avatars project, import all package files, let scripts compile and run the setup menu if needed. Fix the first Unity Console error before continuing. Check shader support for PC versus Android, then inspect SDK Builder errors. Unity troubleshooting checklist.
Can I use ChatGPT or my own API key to create the character?
You can upload an image made in ChatGPT. A connected OpenAI, OpenRouter or Gemini API account can pay for compatible reference-image generation with 0 app tokens; provider charges still apply. 3D generation uses Crateyard compute and the displayed app token cost. A ChatGPT subscription does not pay for API requests. Accounts and costs.