If you want to know how to add a pc and quest avatar vrchat together, you’re in the right place. Merging a desktop and Quest avatar in VRChat requires using the SDK and a specific build process. This guide will walk you through every step, from setup to upload.
Having a single avatar that works on both PC and Quest platforms massively expands your audience. It ensures all your friends can see you, regardless of their device. The process is straightforward once you understand the core concepts.
How To Add A Pc And Quest Avatar Vrchat Together
This main process involves creating two versions of your avatar in one Unity project. You will build a single VRChat avatar file that contains both a high-detail PC model and an optimized Quest model. The platform automatically shows the correct version to each user.
Before you start, you need a few essential tools. Gathering these ahead of time will make the workflow much smoother.
Essential Tools And Prerequisites
You cannot begin without the following software and accounts. Make sure everything is installed and logged into.
- Unity Hub and Unity Editor: You need Unity 2022.3.6f1. This is the current recommended version for VRChat SDK 3. This version ensures maximum compatibility.
- VRChat Creator Companion (VCC): This is the official tool for managing VRChat projects. It handles SDK installation and project templates automatically, which is a huge time saver.
- A VRChat Account: You need a free VRChat account to upload avatars.
- Your Avatar Files: You need two FBX or Unity package files: one high-poly model for PC and one optimized, lower-poly model for Quest. Ensure you have the rights to use them.
- Basic Unity Knowledge: Familiarity with Unity’s interface (hierachy, inspector, project window) is very helpful.
Setting Up Your Unity Project Correctly
A proper project setup is critical for success. Following these steps prevents common errors later.
- Open the VRChat Creator Companion (VCC).
- Click “New Project”. Select the “Avatar” template. Name your project something clear, like “My_PC_Quest_Avatar”.
- Set the Unity version to 2022.3.6f1. The VCC will download it if you don’t have it.
- Click “Create Project”. The VCC will generate a new Unity project with the VRChat SDK already installed.
- Open the project in Unity. Let it compile all the scripts; this may take a minute.
Importing Your Avatar Models
Now, bring your two models into the project. Organization is key here to avoid confusion.
- In the Unity Project window, create two new folders: “PC_Model” and “Quest_Model”.
- Import your high-detail PC avatar file into the “PC_Model” folder. You can drag and drop the FBX or UnityPackage.
- Import your optimized Quest avatar file into the “Quest_Model” folder.
- Ensure both models are imported with humanoid rigs. Check this by clicking the model, going to the Inspector, and under the Rig tab, ensuring “Animation Type” is set to “Humanoid”.
Building The Avatar Descriptor
The Avatar Descriptor is the heart of your VRChat avatar. It holds all the settings, like animations and menus.
You will primarily work on the PC version and then link the Quest version to it.
- Find your PC model in the “PC_Model” folder. Drag it from the Project window into the Scene Hierarchy.
- With the model selected in the Hierarchy, look at the Inspector panel. Click the “Add Component” button.
- Search for and add “VRC Avatar Descriptor”. This component is added by the SDK.
- Configure the basic settings in the VRC Avatar Descriptor:
- Set the “View Position” to where the eyes are on the model.
- Under “Lip Sync”, choose a method like “Viseme Blend Shape” or “Jaw Flap Bone”.
- Configure “Eye Look” if your avatar supports it.
- Set up your custom animations, expression parameters, and menus on this PC avatar descriptor. All of this work only needs to be done once.
Configuring The Quest Avatar As A Fallback
This is the crucial step for cross-platform compatibility. The Quest model becomes a “fallback” for the PC version.
- Drag your Quest model from the “Quest_Model” folder into the Hierarchy. It should appear as a separate object.
- On the *PC* avatar’s “VRC Avatar Descriptor” component, scroll down to the “Quest Fallback” section.
- You will see a field labeled “Fallback Avatar”. Click the small circle icon next to the field to open an object picker.
- Find and select your Quest model from the list. Alternatively, you can drag the Quest model GameObject from the Hierarchy directly into this “Fallback Avatar” slot.
- Once assigned, the Quest model is now linked. When a user is on a Quest headset, VRChat will automatically hide the PC model and show this Quest fallback instead.
Optimizing Your Quest Avatar Correctly
Quest avatars have strict performance requirements. If your fallback isn’t optimized, it may be blocked from showing.
- Polygon Count: Keep it under 15,000 polygons for the entire avatar. Under 10,000 is better.
- Materials: Use as few materials as possible. Aim for 1-3. Combine textures into atlases.
- Shaders: You must use VRChat Mobile shaders or other Quest-compatible shaders. Standard Unity shaders will not work on Quest. You can find these in the VRChat SDK folders.
- Bones: The skeleton should be standard humanoid. Avoid excessive extra bones.
- Use the “VRChat Mobile Toolbox” available in the SDK to help analyze and fix performance issues.
Uploading Your Cross-Platform Avatar
With both models configured, you are ready to build and upload to VRChat.
- Make sure your PC avatar (with the Quest fallback assigned) is the only avatar in the scene. You can delete the standalone Quest model GameObject from the hierarchy now; it’s linked as a fallback and doesn’t need to be in the scene.
- Select your PC avatar GameObject in the Hierarchy.
- In the Inspector, find the “VRC Avatar Descriptor” component. Click the blue “Build & Publish” button near the top.
- A new window will open. Fill in the details:
- Name: Give your avatar a name.
- Thumbnail: Take a picture for the avatar icon.
- Description: Add a description if you want.
- Tags: Add relevant tags.
- Under “Platforms”, you will see both “Windows” and “Android” are checked. This confirms it’s a cross-platform upload. Do not uncheck these.
- Click “Upload”. Unity will build the avatar file. You will then be prompted to log into your VRChat account if you haven’t already.
- After a successful upload, you can change into your new avatar immediately in VRChat.
Troubleshooting Common Build Errors
Sometimes things don’t go smoothly. Here are solutions to frequent problems.
Error: “Avatar Is Not Valid For Quest”
This means your Quest fallback model fails VRChat’s performance checks. Open the “VRChat Mobile Toolbox” from the Unity toolbar (VRChat SDK > Mobile Tools). Analyze your Quest model and address every issue it lists, like poly count, materials, or incompatible shaders.
Error: “Missing Or Invalid Fallback Avatar”
The link between your PC avatar and the Quest model is broken. Go back to the PC avatar’s VRC Avatar Descriptor. Ensure the “Fallback Avatar” field points to the correct Quest model prefab. Try reassigning it.
Quest Users See A Gray Robot Or Nothing
This usually indicates one of two issues. First, the Quest fallback is not properly assigned or optimized. Second, the shaders on the Quest model are not mobile-compatible. Reapply VRChat Mobile shaders to all materials on the Quest model.
Poor Performance On Quest
Even if it uploads, a poorly optimized avatar can cause lag. Use the performance ranking system in the SDK tools. Aim for a “Good” or “Excellent” rating on the Quest platform. Reduce texture sizes and simplify particle effects.
Advanced Configuration And Tips
Once you have the basics down, these tips can improve your avatar further.
Synchronizing Custom Animations
Custom animations you make for the PC avatar (like gestures) will not automatically copy to the Quest fallback. You need to create a separate, optimized version of those animations for the Quest model and assign them in its own animation controller. This is an advanced but important step for full feature parity.
Managing Different Outfits Or Toggles
If your PC avatar uses shader or mesh toggles for different outfits, you need to replicate these manually on the Quest model. The toggle systems work across platforms, but the actual meshes and materials they affect are different for each model. Set up identical parameter and menu logic on both avatar descriptors.
Testing Before You Upload
Always test your avatar. Use Unity’s “Build & Test” option in the SDK to load a local version. If you have a Quest headset, you can sideload the test build to check the Quest version directly. This saves you from using upload slots on broken avatars.
Maintaining And Updating Your Avatar
You might want to update your avatar later. The process is simple.
- Open your saved Unity project.
- Make any changes to either the PC or Quest model.
- Select the main PC avatar GameObject in the scene.
- Click “Build & Publish” again. The SDK will recognize it as an update to an existing avatar.
- Choose “Update” instead of “Create New” when prompted. Your changes will be pushed live.
Keeping your project files organized and backed up is essential for easy updates later on. You’ll thank yourself for it.
Frequently Asked Questions
Can I use the same model for PC and Quest?
Technically yes, but it is not recommended. A high-detail PC model will likely exceed Quest performance limits and be blocked. It’s best practice to create a separate, optimized version for Quest to ensure it works for all users and performs well.
What if I only have a PC model?
You can still upload it, but you must set its platform to “PC Only” in the upload dialog. Quest users will see a generic gray robot when they look at you. To support Quest users, you need to provide a Quest-compatible fallback model.
Why is my Quest avatar’s texture quality so low?
Quest hardware has limitations. To maintain performance, you must use smaller texture sizes (like 1024×1024 or 512×512) and compressed texture formats. The VRChat Mobile shaders are also less complex, which can affect visual fidelity compared to PC shaders.
How do I check my avatar’s performance rank?
In Unity, with your avatar selected, go to the VRC Avatar Descriptor component. Click the “Performance Manager” button. It will analyze your avatar and give it a rank for both PC and Quest (Poor, Medium, Good, Excellent). Use this tool to guide your optimizations, especially for the Quest version.
Can I add the fallback after the initial upload?
Yes. Open your project, assign the Quest model to the PC avatar’s Fallback Avatar slot as described, then rebuild and publish the avatar as an update. The cross-platform support will be added.