Quest Compatibility Checklist For VRChat Creators
Use this checklist when a world or avatar needs to work on Quest and Android, not only on PC. In VRChat docs, Quest guidance generally applies to Android too, but the Android build path and mobile player experience still need their own test pass.
Quick Decision
Plan Quest and Android support before the PC version is packed with unsupported shaders, components, and oversized assets.
- Install Android Build Support for VRChat's supported Unity version.
- Use mobile-safe shaders, materials, textures, and components from the start.
- Build and test the Android version separately instead of assuming the PC build proves compatibility.
Quest compatibility is a stricter content path. File size, shader support, disabled components, texture memory, and performance rank all matter more than they do on PC.
Playlist Companion
These videos are the strongest playlist match for this checklist because they focus on the Android or Quest handoff that often blocks creators after the Windows version already works.
Quest build workflow references
Additional Quest content reference: Making Quest Content | VRChat SDK Tutorial
| Situation | Best move |
|---|---|
| You want more players to access your world | Publish an Android version of the world, not just Windows. |
| You want your avatar visible on mobile by default | Build and optimize a dedicated Android avatar variant. |
| You only uploaded a Windows avatar so far | Generate an impostor at minimum so Quest users still see something better than a generic fallback. |
| You are unsure whether a feature is safe on Quest | Assume the mobile path is stricter and verify shaders, components, and file size first. |
| The mobile version needs a different design | Keep the PC feature, but ship a simpler Android version that still feels intentional. |
Project Setup Checklist
- Install
Android Build Supportalongside VRChat's supported Unity version2022.3.22f1. - Include
iOS Build Supporttoo if the project also needs VRChat's iOS path later. - Use VRChat Creator Companion to keep the project, SDK packages, and Unity version aligned.
- Switch to the Android build target early if Quest support is part of the plan.
- Keep a clean separation between PC-only experiments and the version you intend to ship cross-platform.
- Use cross-platform tools or separate platform variants when the Android version needs different shaders, materials, geometry, or UI.
World Checklist
- Publish the world to Android if you want it available on Quest and Android mobile devices.
- Keep the final Android world package within VRChat's compressed upload limit of
100 MB. - Treat roughly
250,000triangles as a practical Android world budget so players still have room for avatars. - Keep most textures at
1024x1024or smaller unless a specific asset clearly needs more. - Reduce material count by logical object groups instead of merging unrelated scene sections.
- Enable GPU Instancing on materials where appropriate.
- Bake lighting where possible instead of leaning on expensive real-time tricks.
- Use occlusion culling on larger spaces so mobile hardware renders less at once.
- Be careful with custom shaders on Android worlds. Prefer simple, efficient shaders and avoid transparency unless it is necessary.
- Treat cameras, audio sources, physics objects, constraints, particles, video players, and other heavier world systems as budget items that need intentional testing.
- If mobile players matter, test readable text, tap targets, movement, and menus on an Android phone or tablet as well as Quest.
Avatar Checklist
- Keep the Android avatar package under VRChat's hard
10 MBupload limit, and aim lower when possible. - Use only the mobile avatar shaders that ship in the latest VRChat SDK for Android or Quest avatars.
- Keep the Android rig structure aligned with the PC avatar version so cross-platform behavior stays predictable.
- Reduce texture memory, material count, and mesh count before chasing tiny micro-optimizations.
- Aim for a single skinned mesh and one or two materials where the avatar design allows it.
- Prefer mobile shader variants that actually use the maps you provide; do not pay for normal, specular, or detail features that are not visible.
- Expect unsupported avatar components to fail on Android instead of half-working.
Android And Quest Gotchas
- Avatar cloth is disabled.
- Avatar lights are disabled.
- Avatar cameras are disabled.
- Avatar post-processing is disabled.
- Avatar audio sources are disabled.
- Avatar rigidbodies, colliders, and joints are disabled.
- Avatar particles are heavily limited.
- Android avatars can only use VRChat mobile shaders.
- Android and Quest worlds allow more component types than avatars, but heavy systems still need direct device testing.
Mobile Experience Checklist
Quest compatibility is not only a build setting. Android mobile players may use touch controls, smaller screens, and different viewing distances.
- Make important text readable at phone scale.
- Use larger buttons and forgiving interaction areas.
- Avoid requiring VR-only gestures or controller-specific interactions for core progress.
- Consider screen-space UI for mobile-only convenience when world-space panels are awkward.
- Test orientation, screen readability, and movement flow with actual mobile input when possible.
Final Cross-Platform Review
- Test the Windows and Android builds separately.
- Verify that the Android version still looks intentional after shader and texture changes.
- Check the avatar performance rank after upload, especially if mobile visibility matters.
- Confirm that your world or avatar still works without any disabled mobile-only components.
- If a feature cannot survive the Android path cleanly, decide whether it should stay PC-only instead of shipping a broken "compatible" version.
Help! My PC version works, so why does Quest fail?
Quest uses the Android path, which has stricter shaders, component limits, file-size limits, and performance expectations. Test the Android build as its own version.
Help! My avatar or world is over the mobile size limit.
Reduce texture sizes, material count, mesh complexity, audio/video footprint, and unused assets before chasing smaller fixes. Size problems usually come from a few large assets.
Help! A feature cannot work on Quest.
Keep that feature PC-only or design a simpler mobile fallback. Shipping a broken compatible version is usually worse than being clear about platform limits.
Help! The Android version looks worse than the PC version.
That is normal during the first pass. Rebuild the mobile art direction intentionally with simpler shaders, smaller textures, baked lighting, fewer transparent effects, and mobile-readable UI.
Help! Mobile users cannot use my interface.
Check text size, button size, interaction distance, and whether the workflow assumes VR controllers. Touchscreen users need the same core outcome through simpler input.
Official References
- VRChat Current Unity Version
- VRChat Android Content Optimization
- VRChat Android Content Limitations
- VRChat Mobile Best Practices
- VRChat Cross-Platform Setup
- Build and Test for Android Mobile
- VRChat Avatar Impostors
Related Navigation
- VRChat Documentation
- Optimization Guide
- World Optimization Checklist
- Android And Mobile World Guide
- How to Atlas Everything in Your World
- How to Upload a World in VRChat
- Avatar Optimization Checklist
Treat PC And Android As Separate Publish Paths
Treat Quest and Android support as a separate QA path before you describe a world or avatar as cross-platform.
Suggested Order
- Install the right modules Use the supported Unity version and add Android Build Support before making platform promises.
- Build the Android version early Switch target and test before the PC version accumulates unsupported shaders, textures, components, and UI assumptions.
- Check visibility and comfort Test avatar performance rank, world size, touch or mobile usability, readable UI, and real device behavior.
Related VRCreators Guides
- Unity Version Guide For VRChat Creators Use this before installing Android modules or upgrading Unity.
- Avatar Impostors And Performance Use this when a PC avatar needs a better mobile visibility fallback.
- World Optimization Checklist Use this for world-side performance and file-size checks.
- Android And Mobile World Guide Use this when Quest compatibility also needs mobile-friendly UI, input, and player-experience checks.
Reference Links
Common Questions
Does Quest compatibility mean Android compatibility?
In the VRChat SDK context, Quest guidance generally applies to Android too, but still test the actual Android build path and mobile user experience.
Can I make the PC version first and optimize later?
You can, but it is usually more expensive. Mobile-friendly shader, texture, UI, and component choices are easier when planned early.