How to easily join meshes and materials using TexTools and Blender
A simple guide to joining meshes and how to use TexTools to combine materials. Use the video for the asset workflow, then test the result in a backed-up VRChat project before replacing production files.
Keep a clean Avatars SDK project open, confirm the avatar descriptor is present, then test the exact change before stacking more avatar features.
- Start from a backed-up Creator Companion project.
- Apply one asset change at a time, then test the imported result before adding the next step.
- Check the imported materials, meshes, SDK warnings, and avatar or world performance impact before upload.
Keep the current Creator Companion project, supported Unity version, Avatar Descriptor, expressions, and performance rank visible while following the video.
Playlist Companion
Creator: akalink
Watch on YouTube: https://www.youtube.com/watch?v=TmefA9ODoKA
Good Fit
Use this when an asset change needs to be checked in Unity before it goes into an avatar or world project.
Before You Start
- Confirm you are using the supported VRChat Unity version for the project.
- Open the project through VRChat Creator Companion when possible.
- Check for red Console errors before assuming the tutorial step is the problem.
- Make a backup or duplicate scene before changing assets, controllers, prefabs, or SDK settings.
Follow-Along Checklist
- Confirm the avatar has a valid
VRC Avatar Descriptorbefore upload. - Watch expression parameters, menus, PhysBones, contacts, constraints, and material count as separate budgets.
- Test the result in the SDK build panel and in VRChat, not only in the Unity preview.
Help! The video was made for an older SDK or Unity version.
Older tutorial UI labels can drift. Use the current SDK panels, Builder messages, and a private test upload before relying on the setup.
Help! The result works in Unity but not in VRChat.
Test in a built VRChat instance. Runtime permissions, networking, platform restrictions, and SDK validation can change behavior that looks fine in the editor.
Help! I want to apply this to a production project.
Rebuild it in a small copy first, then move only the confirmed pieces into the production avatar or world. That keeps tutorial experiments from becoming permanent project clutter.
Official References
Related Docs
- Avatar Creation
- Avatar Optimization Checklist
- Setting Up VRChat Creator Companion
- VRChat Documentation
Topics: blender, materials, meshes