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See the Choosing your SDK page to see how to choose the correct SDK for your use.Īfter Unity finishes importing the SDK, check the Console window in unity to ensure there are no errors (click clear first).

You can also Import it via the Assets > Import Package > Custom Package option.Įnsure that you are importing the correct SDK. Now we need to import the SDK! With Unity open to your project, find the SDK's Unity package and open it by double-clicking it in Explorer. Check out Creating Content for VRChat on Oculus Quest for more details. If you're building content for VRChat on the Oculus Quest, you should also be building for Android. If it does not, then go to File > Build Settings., select PC, Mac & Linux Standalone, then click Switch Platform in the bottom left. but you may want to split your avatar project up if you have a ton of avatars.Īfter the project is open, check the title bar to ensure it ends with PC, Mac & Linux Standalone. For avatars, it is sufficient to keep your avatars in seperate scenes. We also STRONGLY recommend creating a new project for each separate world you create. We strongly recommend saving your projects in a mass-storage drive with a lot of space- Unity projects can get quite large.

We only support the "Built-In Render Pipeline", sometimes referred to as the "legacy" or "3D" renderer. VRChat does not use the HDRP or LWRP/URP rendering pipelines offered by Unity. Create a new project, set it to 3D, and save it. If you're looking for the process to build content for VRChat on Quest, check out Setting up Unity for Creating Quest Content.įirst, open Unity Hub (or just the editor if you chose to go that route). For our first project, we'll assume you're building content for Windows PC.
