VRChat Creator Beginner Learning Path

Learn VRChat creation by completing one working project before adding advanced systems. Set up the official tools, become comfortable with the Unity editor, finish either an avatar or a world, test it in VRChat, and then add animation, Udon, platform support, or optimization.

First successful build

Create a project with VRChat Creator Companion, use official example content, and complete a local Build & Test before importing a large model or world asset collection.

  1. Install Creator Companion and its supported Unity editor.
  2. Create either an Avatar or World project.
  3. Open the project and learn the Hierarchy, Scene, Project, Inspector, and Console windows.
  4. Build official example content locally.
  5. Replace the example with your own content only after the toolchain works.
Keep project types separate

Creator Companion provides dedicated Avatar, World, and UdonSharp templates. Use the template for the content being built instead of combining unrelated SDK workflows in one Unity project.

What You Need

Requirement Purpose
VRChat account Required for SDK authentication and content publishing
VRChat Creator Companion Installs and manages supported Unity projects and VRChat packages
Unity Hub and the supported Unity editor Opens and edits the project created by Creator Companion
Free disk space Unity projects, imported assets, caches, and local builds can become large
A backup method Restores a working project after an import, package, or scene change fails

VRChat's current getting-started documentation recommends Creator Companion as the main setup path. It can install Unity Hub, install the supported Unity version, create a project, and manage official SDK packages.

Stage 1: Create the Project

  1. Install and open VRChat Creator Companion.
  2. Open Projects and select New or Create New Project.
  3. Select Avatar, World, or UdonSharp.
  4. Give the project a direct name and store it in a short, writable path with enough free space.
  5. Wait for project creation and package import to complete.
  6. Open the project from Creator Companion.
  7. In Unity, open VRChat SDK > Show Control Panel and authenticate.

The Avatar template contains the Base and Avatar SDK packages. The World template contains the Base and World SDK packages plus ClientSim. The UdonSharp template adds UdonSharp to the World template for C#-style Udon scripting.

Project setup guides

Stage 2: Learn the Unity Editor

Before importing a large package, practise these editor operations in the new project:

  • Select and rename a GameObject in the Hierarchy.
  • Move, rotate, and scale an object in the Scene view.
  • Edit a component in the Inspector.
  • Create folders in the Project window.
  • Save a scene inside the project's Assets folder.
  • Read Console warnings and errors.
  • Enter and leave Play mode without changing project assets unintentionally.

Unity Editor Layout and Windows explains the core windows and how they relate to a scene.

Resolve Console errors before building

The VRChat SDK Builder reports validation problems, but Unity compile errors can stop the SDK and other tools from working correctly. Read the first relevant error and fix its cause before retrying the build.

Stage 3A: Complete a First Avatar

Use this route when the goal is a wearable character.

First avatar milestone

  1. Open the official Avatar Dynamics Robot Avatar from VRChat SDK > Samples.
  2. Find its Avatar Descriptor and inspect the viewpoint.
  3. Open the SDK Builder and review its validations and performance statistics.
  4. Select Build & Test Your Avatar.
  5. Open VRChat and select the local avatar from SDK Test Avatars.
  6. Confirm viewpoint, scale, locomotion, gestures, and materials.

VRChat documents local avatar testing as a build that is visible only to the creator. It is useful for confirming the SDK and client workflow before an upload.

Continue with your own avatar

Do not add expression menus, contacts, PhysBones, constraints, and several material systems at the same time. Complete one feature, test its default and return state, then continue with the next feature.

Stage 3B: Complete a First World

Use this route when the goal is a place, game, or social experience.

First world milestone

  1. Open the scene supplied by the World template.
  2. Find the VRC Scene Descriptor and inspect its spawn settings.
  3. Add a floor and a few static primitives.
  4. Place the spawn above the floor and away from obstructing geometry.
  5. Open the SDK Builder and resolve validation errors.
  6. Select Build & Test Your World.
  7. Walk through the local build and confirm spawn position, collision, scale, lighting, and movement.

VRChat's current world Builder can launch multiple local clients for networking tests. Use more than one client when ownership, synchronization, pickups, or player-specific state affects the result.

Continue with your own world

Stage 4: Add Udon to a Working World

Udon controls interactions and game logic in VRChat worlds. It is not used for avatar scripting.

Option Interface Use it for
Udon Graph Node graph inside Unity Simple interactions and learning VRChat event flow
UdonSharp C#-style source compiled to Udon Larger systems and creators comfortable with code

Add Udon after the base world already loads, spawns the player correctly, and builds without errors. Begin with one local interaction, then test ownership and synchronization separately when multiple players must see the same result.

Stage 5: Test the Runtime Result

Unity Play mode is useful, but it does not replace a VRChat build.

Avatar test pass

  • First-person viewpoint and avatar scale
  • Desktop and VR locomotion
  • Gesture and expression-menu controls
  • Default, saved, synced, and reset parameter states
  • Mirrors, personal camera, and remote-player appearance
  • PC and Android versions when both are published

World test pass

  • Every spawn point and respawn path
  • Collision, stairs, doorways, seating, and pickups
  • Lighting, reflection probes, audio, and mirrors
  • Ownership transfer and late-join state
  • Multiple local clients for networked interactions
  • PC and Android builds on their target devices

Stage 6: Optimize Before Publishing

The SDK Builder exposes avatar performance statistics and world validation information. Treat optimization as part of the build rather than a cleanup step after publishing.

For avatars, review texture memory, triangles, meshes, material slots, bones, PhysBones, Contacts, constraints, Animators, lights, and particles. For worlds, inspect draw calls, texture sizes, lightmaps, realtime lights, mirrors, audio, scripts, and Android package size.

Stage 7: Publish Deliberately

Use local Build & Test until the content behaves correctly. When publishing:

  1. Resolve SDK validation errors and review warnings.
  2. Confirm the name, description, thumbnail, visibility, content warnings, and target platforms.
  3. Confirm you have permission to upload every model, texture, audio file, package, and other asset.
  4. Review the current VRChat Terms of Service, Community Guidelines, and creator documentation.
  5. Publish privately first when the content needs an in-client review before wider access.

VRChat account and trust requirements apply to uploads and can change. Use the current official first-avatar or first-world documentation when the Builder says an account is not eligible to publish.

Original Beginner Playlist

Lhun's rapid-fire playlist contains short demonstrations across several creator topics. Use it as a visual companion and check current SDK labels and limits against the official references below.

Creator Companion cannot find the project after it was moved.

Open the Projects screen, add the existing Unity project from its new folder, and confirm Creator Companion recognises its packages before opening it. Avoid deeply nested or unusually long Windows paths.

The SDK menu is missing in Unity.

Confirm the project was created from the correct Creator Companion template and let Unity finish importing. Then resolve compile errors in the Console and check the installed packages from Creator Companion.

The example content works, but my imported asset does not.

Compare the imported asset with the working example one system at a time: hierarchy, descriptor, materials, rig, components, and validation messages. The successful example confirms the project and SDK toolchain are functioning.

Build & Test works, but other players cannot see the content.

Local test avatars are visible only to the creator, and local test worlds are not public uploads. Use the appropriate Build & Publish option after validations pass and the account is eligible to upload.

The world works with one player but breaks with two.

Test with multiple local clients and inspect ownership, synchronization, late-join reconstruction, and local-only state. A single-client test cannot confirm networked behaviour.

The Android build looks different from the PC build.

Check platform-specific shaders, texture overrides, unsupported components, lighting, and the uploaded platform target. Android content has separate component, shader, size, and performance constraints.

I imported several packages and Unity now has compile errors.

Read the first relevant Console error, identify the package that introduced it, and restore a backup or remove the incompatible dependency through its documented method. Do not continue importing packages while the project cannot compile.

Official References

Topics: Creator Companion, Unity basics, avatar creation, world creation, Udon, testing, optimization