VRChat · PC · Quest
What do you need for your avatar?
Pick one. Rigging and mesh tools are free.
Make it work on Quest
Cut triangles, merge meshes and textures, check the limits.
Open the Quest tools No skeleton yetRig a character
Place a few markers. The rig is free.
Open the Auto-Rigger Only an idea or imageMake a character
Turn a drawing into a 3D model you can rig.
Start in Asset StudioQuest conversion is best effort and not guaranteed. Most avatars need a few manual fixes. The final check is the VRChat SDK in Unity.
Use only models and images you have permission to use. Look around without an account.
How it works
- Open your model. A GLB, FBX, OBJ or Unity package. Check it in the viewer.
- Rig it if it has no skeleton. Marker guide.
- Choose PC or Quest and export. You get a Unity package.
- Finish in Unity. Build and upload with the VRChat SDK. Full guide.
Rigging, mesh cleanup and export use no app tokens. AI generation shows its cost first. Exporting does not upload anything. Your Crateyard login is not your VRChat login.
PC or Quest?
Choose the target before you simplify. For both, prepare and check each version.
| Check | PC | Quest / Android |
|---|---|---|
| Download | avatar-pc.unitypackage | avatar-quest.unitypackage |
| Rig | A supported Humanoid skeleton with the required bones. Unity also checks it. | |
| Triangles | Review the PC estimate and the SDK report. | 15,000 or fewer is Medium and shows by default. Up to 20,000 is Poor. Export is blocked above 20,000. |
| Meshes and materials | More room. | Two skinned meshes at most, one is best. Two material slots for Medium, one is best. |
| Bones and textures | Up to 256 bones for Medium. | 150 bones at most. Textures 1024px or smaller. Only VRChat Mobile shaders. |
| Unity target | Windows | Android, with build support installed. |
The package has the FBX, textures, materials, a setup script and a prefab and scene. It does not include the VRChat SDK. Keep PC and Quest in separate Unity projects so files do not overwrite each other.
What Quest conversion can and cannot fix
Fixed in the editor: triangles per part, skinned meshes merged, materials merged into one atlas, textures at most 1024px, unused bones removed. Each step can be undone.
Only checked in Unity: PhysBones (8 components, 64 transforms, 16 colliders), contacts (16), constraints (150), particles, lights, cloth, colliders, audio sources and shaders. VRChat removes anything over a limit.
Normal, metallic and roughness maps are not kept when materials are merged. Check each part in the viewer after reducing it. VRChat performance ranks
Before you upload
- The imported Avatar is valid and Humanoid, with the required bones mapped.
- The viewpoint sits between the eyes, and the scale matches the height you want.
- Arms, legs and fingers bend correctly. Finger bones alone do not guarantee finger tracking.
- Materials and textures look right on the target platform.
- Expressions, lip sync and accessories need your own setup and testing.
- You own the model or have permission, and your VRChat account can upload avatars.
Common problems
Export says the Humanoid rig is missing bones
A static mesh or partial rig is not enough. Open the Auto-Rigger, place the markers and export its rigged result. Rigging guide.
Quest export is blocked or the rank is poor
Reduce triangles first, then merge meshes and materials and check bones. The triangle limit is only one requirement. Quest troubleshooting.
The scene is missing, materials are pink, or the upload fails
Use a Creator Companion Avatars project, import every file, let scripts compile and run the setup menu. Fix the first Unity Console error. Unity checklist.
Can I use ChatGPT or my own API key to make the character?
You can upload an image made in ChatGPT. A connected OpenAI, OpenRouter or Gemini account can pay for compatible reference images. 3D generation uses Crateyard compute and shows its token cost. Accounts and costs.