The venues will host an average of 40 booths each. The idea is to create a busy, colorful ambience with booths of various designs lined up next to each other.
Having a large number of booths in each venue, optimization will be vital in ensuring a smooth and enjoyable experience for the attendees. This section is made to ensure that optimization of each booth is kept to an acceptable standard.
Before submitting the assets for your booth, please ensure that your booth passes all checks in accordance to these booth rules. Further details regarding the checking process can be found at the [Booth Regulation and Checking Manual] section scheduled to be released at a later date.
Submitted booth assets that has failed the regulations check may be required to be resubmitted or removed from the event.
Submitted booth assets that has passed the regulations check, but are resource intensive may be required to be resubmitted.
Submission deadline will vary depending on the booth type.
Regular / Joint booths must be submitted by [10th August 2019].
Submitted assets must be prepared in Unity 2017.4.28f1
Ensure that you are using the latest VRCSDK version prior to submission
Submit your assets using the provided tool
Include all of the asset files under a folder with your group's ID.
Set an empty gameobject as the parent to all objects in the hierarchy and rename said parent gameobject to your group's ID
B. File & Folder Formatting
File and folder names can only include alphanumerical characters, hyphen [-], underscore [_], period [.] and parentheses [()].
Please ensure all files used within the project follow the above naming format.
Please ensure all files' addresses does not exceed 184 characters under the project's [Assets/] folder.
Please ensure all files are in formats supported by Unity.
C. Scene Structure and Formatting
Parent all gameobjects under an empty gameobject renamed to your group's ID
Under the parent gameobject, create 2 empty gameobjects, one Dynamic and another Static. Assign your gameobjects as children of either the Dynamic or Static gameobjects according to the following table
Static Settings (Apply to all child objects)
Stationary mesh objects
Moving or interactable objects such as: - Objects involved in animations (All animation types including component active/inactive, rotation, scaling, moving etc) - Active/Inactive toggle objects controllable by VRC_Trigger - Pickup objects - (Negotiable) Objects with Rigidbody component and IsKinematic unchecked - Particle System - Various objects containing the VRC_Trigger component
※1: Lightmap Static is recommended for objects with materials using the Standard shaders.
※2: Please disable Batching Static if it results in visual glitches/deformities
D. Booth Requirements
A regular booth is 4m wide, 4m deep and 5m tall.
The origin of each booth space is set to the center, spreading out 2m both X and Z axes and 5m up in the Y axis.
The front of the booth is aligned with the Z axis (Blue arrow in Unity).
Maximum of 10 materials per booth.
Including non-visible objects.
Unity's built-in materials (e.g. Default UI materials) does not count towards this limit.
No texture limits. Atlassing strongly recommended, however.
Single larger (4k) atlassed texture preferable over mutiple smaller (1k~2k) textures.
World upload size within 10MB.
Size of a world with only the booth when uploaded to VRChat.
Too many objects will cause the venues to stutter and lessen the experience for all attendees. As such, please follow the following guidelines for your booth:
When in play mode in Unity, SetPassCalls under 20.
When in play mode in Unity, Batches under 30.
In addition to regular booths, exhibitors can opt to make use of the central stage in [Virtual Factory | The Hangar].
Exhibitors will be able to showcase a scaled-up version of an exhibit model in the central stage.
The central display will have a diameter of 10m and height of 18m.
D’. Joint Booths
Joint booths will come with 2x (8mx4mx5m) or 4x (16mx4mx5m) the space of a regular booth, depending on the number of participating groups.
Material count, booth filesize, SetPassCalls and Batches count limits will be raised by 2x or 4x respectively.
D’’. Limit Break Booths
Limit break booths are used when your booth has to go over the imposed limits in certain areas like the material counts or Batches.
Limit break booths will have certain objects within the booth hidden by default, only showing when players are nearby or when a button is pressed, and will return to being hidden once the players leave.
A special prefab package will be sent to exhibitors with limit break booths.
Limit break booths will have an earlier submission deadline (27th July 2019).
The initial state of the booth with objects hidden must meet the regular booth limits.
There is no limit for when every object is visible in limit break booths, but moderation and texture atlassing is highly recommended.
Initially hidden objects can not have the ObjectSync component attached.
Limit break booths that have missed the submission deadline (27th July 2019) will be treated as a regular booth.
※References A limit break booth sample have been prepared for reference. Please click on the URL below and click on the Launch World button to view it in VRChat.