Build Settings and VRChat World Testing
Unity's Build Settings window controls scenes and target platforms for normal Unity player builds. A VRChat world uses the VRChat SDK Builder for validation, local testing, and publishing. Check both when a platform switch, missing build module, or incorrect scene is causing trouble.
Save the world scene, select a platform in the SDK Builder, resolve validation errors, and run a local test before publishing.
- Open and save the scene that contains your VRC Scene Descriptor.
- Open VRChat SDK > Show Control Panel > Builder and select Windows or Android under Platforms.
- Use Build & Test Your World, then check the result in the VRChat client.
Upload the Windows and Android versions to the same blueprint ID. The Pipeline Manager component stores that ID, and the SDK Content Manager can show the ID from an existing upload.
Unity Build Settings and the VRChat SDK Builder
The two windows have different jobs.
| Window | Open it from | What it controls |
|---|---|---|
| Unity Build Settings | File > Build Settings | Scenes included in a normal Unity player build, the active Unity platform, Player Settings, and Unity build options. |
| VRChat SDK Builder | VRChat SDK > Show Control Panel > Builder | VRChat world validation, platform selection, local test builds, world information, and publishing. |
For a VRChat world, use the SDK Builder for the actual test and upload workflow. Unity Build Settings is still useful when you need to inspect the active target or install a missing platform module.
1. Open and Save the World Scene
Open the scene you intend to test or publish and save it with File > Save.
Every Unity scene used as a VRChat world requires a VRC Scene Descriptor. If the active scene does not have one:
- Open VRChat SDK > Show Control Panel.
- Sign in on the Authentication tab.
- Open the Builder tab.
- Select Add a VRCSceneDescriptor.
The SDK adds a VRCWorld GameObject containing the descriptor and related components. Its location is also the default spawn point, so inspect it in the Scene view before testing.
2. Check Scenes In Build
Open File > Build Settings. Unity 2022.3 lists included scenes in Scenes In Build.
- Add Open Scenes adds all currently open scenes.
- A checked scene is included in a normal Unity player build.
- Clearing a scene's checkbox excludes it without removing it from the list.
- Dragging scenes changes their build order.
- Selecting a scene and pressing Delete removes it from the list.
For a VRChat upload, the SDK builds the active world scene. Treat Scenes In Build as a Unity project check, not as a replacement for opening the correct scene and validating it in the SDK Builder.
3. Select the VRChat Platform
In VRChat SDK > Show Control Panel > Builder, find the Platforms menu in the Build section.
| Target | SDK platform selection | Use it for |
|---|---|---|
| VRChat on Windows | Windows | PC VR and desktop clients. |
| VRChat on Android | Android | Meta Quest and supported Android clients. |
When preparing Android for the first time:
- Open the Platforms menu.
- Clear Windows and select Android.
- Confirm the change with Switch.
- Wait for Unity to finish switching and importing assets.
- Review the new validation messages in the SDK Builder.
Unity may take time to reimport assets for the selected platform. Let the import complete before editing the project or starting a build.
4. Install Android Build Support When Required
If Android is unavailable, add its platform modules to the Unity Editor version used by the project:
- Open Unity Hub.
- Select Installs.
- Open the menu for the project's Unity version.
- Select Add modules.
- Install the Android modules required by the VRChat setup documentation.
Return to the project after the installation completes, then select Android again in the SDK Builder.
5. Read the SDK Validation Results
The Builder tab checks the active scene before it builds. Work through its messages from errors to warnings.
| Result | What to do |
|---|---|
| Error | Resolve it before building or publishing. |
| Warning | Open the message, identify the affected object or setting, and confirm the result is acceptable for the selected platform. |
| Performance warning | Inspect the cited content and compare it with VRChat's platform optimization guidance. |
Android validation is stricter because the uploaded world must run on mobile hardware. A successful Windows build does not prove that the same materials, shaders, textures, or scene complexity are suitable for Android.
6. Test the World Locally
The SDK provides several local test actions:
| SDK action | Result |
|---|---|
| Build & Test Your World | Builds the active world and launches it in VRChat. |
| Build & Reload Your World | Builds the world and sends a running VRChat client to the local build. If VRChat is closed, it only builds. |
| Test Your Last Build | Launches the most recent local world build. |
| Reload Your Last Build | Sends a running client to the most recent local build. |
The local test controls also include a Clients setting for launching multiple VRChat clients. One client is enough for navigation and visual checks; networking tests may require more than one.
During the test, check:
- the player appears at the intended spawn
- floors and walls have working collision
- doors, pickups, stations, mirrors, and Udon interactions respond
- lighting and materials look correct on the selected platform
- the world can be navigated without becoming trapped
- respawn returns the player to a safe location
Local testing does not publish the world or make it available to other users.
7. Publish After the Local Test
Use Build & Publish Your World Online when the selected platform version is ready to upload. The SDK asks for world information such as its name, description, capacities, content warnings, tags, and thumbnail.
Your VRChat account must be eligible to upload worlds. VRChat's current first-world guide states that world uploading requires a VRChat.com account with New User trust rank or higher, while local build and test remains available before upload access is granted.
Windows and Android Versions of One World
VRChat identifies related platform versions by blueprint ID.
- Upload the first platform version.
- Open the other platform version of the project or switch the build target.
- Inspect the Pipeline Manager attached to the world setup.
- Confirm that it uses the same blueprint ID as the first upload.
- Build and publish the second platform version.
If the ID is missing, the existing world's blueprint ID is available in the SDK Control Panel's Content Manager tab. Detaching or changing the ID can create a separate content entry, so verify it before publishing.
Current SDK versions can also publish multiple selected platforms in sequence. Resolve validation for each selected platform and test each version separately before using a multi-platform publish.
Pre-Build Checklist
| Check | Confirm |
|---|---|
| Active scene | The intended world scene is open and saved. |
| World component | The scene contains one valid VRC Scene Descriptor. |
| Spawn | The descriptor or configured spawn transforms are in safe locations. |
| Platform | Windows or Android is selected for the test you are about to run. |
| Validation | Required fixes in the SDK Builder are complete. |
| Console | Red Unity Console errors are resolved. |
| Blueprint | An update uses the existing world's blueprint ID. |
| Test | The selected platform version has passed a local client test. |
Troubleshooting
The SDK Builder is missing from the VRChat SDK menu.
Confirm that the project was created or managed through VRChat Creator Companion and that the Worlds SDK package is installed. VRChat's first-world guide also recommends trying Assets > Reimport All and checking the SDK troubleshooting guide when the menu is absent.
The SDK says the scene needs a VRC Scene Descriptor.
Open the intended world scene, then use Add a VRCSceneDescriptor in the Builder tab. Inspect the new VRCWorld GameObject and move it to a safe default spawn location.
Android is not available as a build target.
Use Unity Hub's Installs > Add modules workflow for the exact Unity Editor version used by the project. Install the Android support described in VRChat's Android setup guide, reopen the project, and try the platform switch again.
Unity spends a long time switching platforms.
Unity may need to reimport assets for the new target. Let the import and background tasks finish. Repeatedly switching between Windows and Android can repeat part of this work.
The Windows and Android uploads appear as separate worlds.
Compare the Pipeline Manager blueprint ID in both versions. Cross-platform variants must use the same blueprint ID. The existing ID can be copied from the SDK Content Manager.
The build fails or the test client does not launch.
Read the first relevant red Console error and the SDK Builder validation results. Confirm that the active scene is saved, the correct platform is selected, and required platform modules are installed before changing unrelated project settings.
Continue Learning
- Create a VRChat Unity Project with Creator Companion
- Install and Configure Unity Hub for VRChat
- Measure and Improve VRChat World Performance
- How to Upload a World in VRChat
- World Upload Troubleshooting Checklist
- Quest Compatibility Checklist
Official References
- Unity 2022.3 Build Settings
- VRChat: Creating Your First World
- VRChat: Cross-Platform Setup
- VRChat: Build and Test for Android Mobile
- VRChat: VRC Scene Descriptor
Next Step
Run Build & Test Your World for the selected platform. Walk through the spawn, collision, navigation, interactions, and respawn checks before opening the publish workflow.