Today, we are excited to introduce a special VRChat world creation guide by おきゅたんbot / 宝来すみれ, who is highly active across various fields as a VR guide!
Creating your own space in VRChat, placing your favorite items in it, and uploading it—. This process might seem difficult at first glance, but they have explained it in a very easy-to-understand manner so that even beginners can go through it "from scratch."
The items we will be placing in this guide are 3D assets of Pimax's proud lineup of high-end VR headsets. You can add these dream devices to decorate your own world, including the Crystal Super, which boasts a stunning resolution of 4K per eye / 8K total, and the latest Dream Air.
Whether you want to challenge yourself to world creation or just want to check out Pimax's assets, please read on until the end!
Here is the English translation of the article. The translation has been crafted to maintain the friendly, energetic, and engaging tone characteristic of a virtual guide, while ensuring that all product names, specifications, and technical instructions are precise and accurate.
Hiya! It's your VR guide, おきゅたんbot! Today, I'm going to explain from scratch the steps to create a simple world for VRChat, place items in it, and upload it!
The items we'll be placing are the 3D assets of high-end VR hardware—"Pimax VR Headsets"! If you swap out the assets, this guide will serve as a great reference for other items too.

4K per eye and 8K total is incredible!
In my hands: The ultra-high-resolution, incredibly powerful-looking Pimax Crystal Super
On my head: The next-generation Pimax Dream Air with its ultra-high resolution and modern design
Back left: The Pimax Crystal Light, which keeps the resolution slightly more modest than the Crystal
Back right: The Pimax Vision 8KX, a monster VR device with a 170-degree field of view (FOV)
If you already know how to do this and just want to use the Pimax assets, feel free to jump ahead using the table of contents below! Oh, and by the way, there are also some awesome discount coupons available!
VRChat World Creation Guide: From SDK Setup to Uploading
Before building a world, let's prepare the tools and development environment needed for VRChat world creation. If you've already set this up, feel free to skip to the next section!
1. Installing VCC
To create a VRChat world, you need a specific version of Unity and the VRChat SDK. We use a tool called the VRChat Creator Companion (VCC for short) to manage these.
First, log into the VRChat website and go to the download page, where you'll see a page with various download options.

The instructions are located right around the middle. If you click "Setting up the SDK," an English guide page will open, so you can just follow along there. Here is a summary of the opening steps:
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Read the documentation.
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The default installation location is
%LocalAppData%/Programs/VRChat Creator Companion, but you can change it if necessary. -
VCC should launch automatically. If it doesn't, search for "Creator Companion" in Windows.
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Note: Planning to upload to Android, Quest, or iOS? Please check the respective platform pages.
2. Installing Unity
As of the time of writing this article, Unity 2022.3.22f1 is the required Unity version for VRChat.
While it's a tool mostly used for game development and video production, it's also what we use to build worlds and modify/upload avatars in VRChat. It can be a bit challenging at first, but learning it will open up a whole world of possibilities!
For installing Unity, Virtual Market has a very detailed guide page, so please refer to that for help!
Unity-chan was widely loved as an avatar in the early days of VRChat! © UTJ/UCL
3. Creating a Project and Launching Unity
Let's launch VCC and create a new project for our VRChat world!
Once VCC is open, click "Create New Project" in the top right corner.

Select the "Unity 2022 World Project" template and type in your preferred project name. Click "Create Project," and a project with all the necessary SDKs automatically integrated will be created.

Once the project is ready, you'll be on the Manage Packages screen. Click "Open Project," and the Unity development tool will open!

Wait a little bit on this screen...

Unity is launching.

After waiting a moment... Unity will launch, and your newly created project will open.

A simple scene with just a floor should appear!
Uploading the World!
Now that Unity is open, before we start shaping the world, let's test if we can upload it exactly as it is right now!
In Unity's top menu, there is an item called "VRChat SDK." Click it and select "Show Control Panel."

Logging into your VRChat Account in Unity
A window called VRChat SDK will open. Enter your VRChat account credentials (username or email, and password) and click Sign In.
*Make sure to use a VRChat account, not a Steam account.

Did you log in successfully? Great! Now, select the "Builder" tab at the top of that window, and it's finally time to upload the world.

Looking at the very bottom, it says: "Please set a name and thumbnail before uploading."
Setting the World Name and Thumbnail
Enter your world's name in the Name field, and click "Capture In Scene" to save a screenshot for your world's thumbnail image.

A screenshot from a camera angle close to what you see in Unity's Scene View will be saved.
Configuring Layers and the Collision Matrix
Sounds complicated? Don't worry! It's just pressing a few buttons, so let's do them one by one.
Click the second button, "Setup Layers for VRChat," to align Unity's layer settings with VRChat. You only need to do this once per project.

Translation: "VRChat scenes must have the same Unity layer configuration as VRChat so that behaviors like physics and collisions are predictable for everyone. Pressing this button will set your project's layers to match VRChat."

A confirmation pop-up will ask if you're sure. Click "Do It!"
Once the Layers are set, a button for the Collision Matrix will appear. Click "Setup Collision Matrix." This adjusts how objects collide with each other to match VRChat's specifications. You only need to do this once per project as well.

Translation: "VRChat uses specific layers for collision detection. To ensure smooth testing and development, your project's collision matrix needs to match VRChat's." If a warning dialog pops up here too, just click "Do It!"
Building and Uploading the World
Now, the message at the bottom will disappear, and you can click "Build and Publish." This will build your world and make it available (by default, it will be unlisted/private).

A copyright ownership agreement dialog will appear. If you agree, click "OK."

Copyright and Ownership Agreement: "By clicking OK, I certify that I have the necessary rights to upload this content and that it does not infringe upon the legal rights or intellectual property of any third party."
The world build process begins...


Uploading...

Success!
Great job! The upload is complete, and it's now available as a private VRChat world.
Clicking "See it on the VRChat Website" opens your world's info page on the web, where you can update its details anytime.

Clicking "Edit" in the bottom right lets you change capacity limits, descriptions, or "Publish to Community Labs" for public release (limited to 1 world per week). Also, if your world contains mature or horror elements that require warnings, make sure to check the appropriate boxes!
If you open VRChat, go to "Worlds," then "My Worlds," and look under "Uploaded," you'll find your world. Let's hop in and check it out... Yep, we successfully joined a world with just a floor!

The Unity skybox looks beautiful!
Creating a Simple Scene and Placing Items
Alright, it's finally time! Let's make a simple room in Unity using Cubes (boxes) and place our items inside!
Saving the Scene with a New Name
Overwriting the default
VRCDefaultWorldScene isn't ideal, so let's create a separate scene. Go to the File menu at the top of Unity and select "Save As..."

Let's save it under the name
MyVRCWorld inside Assets/Scenes.
Successfully saved!
Project and Hierarchy
Unity manages your project's data (assets) and scripts in the "Project" window.
The contents of the currently open scene are managed in the "Hierarchy" window. Looking here, you can see that objects like
VRCWorld (the world's basic settings), Floor (the floor object), and Directional Light are already present.
How to Navigate the Scene View
In the Scene View, you can hold down the right mouse button and drag to look around, use the middle mouse wheel to zoom in and out, or hold down the right mouse button and use the W, A, S, D keys to fly around forward, backward, left, and right just like an FPS game!

If you select an object in the Hierarchy and press the "F" key, the camera will automatically focus right onto that object!
Building a Room with Cubes
Right-click in the Hierarchy, select 3D Object → Cube, and you'll create a 1m x 1m x 1m cube object.


You can rename it by pressing the F2 key!
Since it spawns halfway buried (0.5m) into the ground, let's adjust its height by +0.5.
The details of your selected object are displayed in the "Inspector" window, so just change the Y-coordinate value to 0.5 there!


You can move the object by left-dragging it with the Move tool. [Image] Left-dragging the green square lets you smoothly move the object horizontally along the XZ plane, which is super handy!

By using the Scale tool to stretch the red (X-axis) and blue (Z-axis) dimensions, you can turn it into a long, thin board—.

Using the Rect tool makes it incredibly easy to stretch just the top edge upward to build a wall.

You can also manually enter scale values in the Inspector, so adjust the numbers if you want everything to fit perfectly!
Rename the object to
Wall, and then let's duplicate it. You can duplicate objects by pressing Ctrl + D or selecting Duplicate from the menu.
When you duplicate it, it spawns in the exact same spot, so slide it over to see it.

Duplicate it two more times, rotate them 90 degrees along the Y-axis, and move them into position to form the other walls of the room.

Now it's starting to look like a real room! You could build a roof the exact same way, but let's leave it open today for a nice view.
*By the way, using an official Unity add-on called "ProBuilder" lets you handle all kinds of custom layout modeling right inside Unity, which makes things even more convenient!
Let's also place a cube in the center to serve as a table.

A single table standing all by itself. By the way, standing boxes up like pillars in the four corners of the room can add a nice touch of realism, so give it a try if you have some extra time!
Let's build a floor too. Since the default floor around it was named
Floor, I named this one RoomFloor.
Placing a room floor that looks like a thin, flattened plate.
Applying Textures
Plain white is okay, but it's a bit bland without textures! Let's download a wood grain texture from an amazing website called CC0 Textures (which offers public domain assets that are free for commercial use and require no credit) and apply it.

We don't need massive resolution for this, so let's select 1K-PNG.
Extract the downloaded zip file and copy it under your project's
Assets folder. Today, I created a folder called Assets/Textures and put it there.
Now that our wood grain texture is ready, simply drag and drop it onto the
RoomFloor object. Just like that, it transforms into wood!
However, the pattern feels a bit too large, so let's adjust the material. With the
RoomFloor object selected, click the ▶ icon next to the Wood~ material at the very bottom of the Inspector to expand the details.Change the Tiling values to 2 for both X and Y to double the density of the pattern.

Perfect!
While we used a Cube this time, you can also create and apply textures to flat 3D objects like a Plane or a Quad. Quads are usually preferred when you want to hang up photos! Give it a try when designing a room to your own liking.
Saving the Scene
It would be tragic if the scene we worked so hard to edit disappeared, so let's save it!
Go to the File menu and choose "Save," or just press Ctrl + S to overwrite and save your scene. Frequent saving is key!

Ctrl + S works perfectly too. If you want to keep older versions of your scene, saving it with a different name or making copies is a smart move.
About the "Pimax" VR Headset Series
As part of a promotion for VR headsets, I'm going to place VR headset models made by Pimax into the world. Looking at VR gear inside VR is actually super fun! Being able to get a real sense of the appearance and scale of different models is one of the best things about VR.
And with that, it's promo time!
What Blew Me Away About Pimax
Pimax is a VR headset manufacturer that pushes the absolute cutting edge of specs like resolution and field of view, and they release some truly fascinating products.
When you reach an ultra-high resolution around 8K, it's no longer just about looking "beautiful"—the sense of physical presence, that feeling of "it's actually right there," is astonishing. Here is my video report covering it:
https://www.youtube.com/watch?v=Bv7BJtT2q2E
🎉 Campaign Details!!
The top price shows the original cost, which drops to the new sale price, then gets discounted even further through the VR-Bridge campaign, along with exclusive bonus perks!
On top of that, whether filling out the campaign survey or making a standard purchase, entering the following referral codes will get you an extra 2% discount!
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Pimax Air SE Discount Coupon Code: no
Personally, if I were buying right now, the new Pimax Dream Air looks super lightweight and sleek, which really catches my eye. But since the existing Crystal Light and Super models have also become so affordable, it's hard to choose!
The Pimax Crystal Light is the budget-friendly version of the Pimax Crystal Super, and the Pimax Dream Air SE is the budget-friendly version of the Pimax Dream Air. All of them offer higher resolutions than the Meta Quest 3, but the Crystal Super and Dream Air are on a whole different level of ultra-high resolution.
What's that? Sounds like you'll need a super powerful PC? True! They are dedicated PCVR headsets, so a high-performance PC is ideal. However, as a way to lower the processing load, you can use a feature called GPU upscaling to achieve a simulated high-resolution effect. If you're curious, definitely look into it!
Placing the "Pimax" VR Headsets on the Table
Now, let's place the Pimax VR headset models into our world!
Downloading the Models
Download the
.unitypackage containing the Pimax models from the download URL on the official Pimax website.
*If your Windows settings are set to show file extensions, it will have a
.unitypackage extension.
With your Unity project still open, double-click the
unitypackage. An import dialog box will pop up, so click "Import."

Once it finishes importing, a folder named
Assets/Pimax will appear in your project. Let's open the scene called "Pimax Sample" found inside it.
When you do, a sample VRChat world scene showcasing the Pimax headsets will open. But wait, three of them are showing up as shocking pink!
The three models in the front use the Standard shader, while the ones in the back use the lilToon shader for their materials. Since we haven't installed the lilToon shader yet, they are showing a shocking pink error color.
If You Want to Use lilToon
For this guide, either the Standard shader version or the lilToon version works perfectly fine. But if you want to use the lilToon shader, let's download lilToon 2.x.x from this link.

Extract the zip file and double-click
jp.lilxyzw.liltoon-2.x.x-installer.unitypackage inside it to install the lilToon package.
A dialog box will pop up, so click "Import."

Clicking Import will bring up a loading bar...

When this dialog pops up, click "Install."
Once the installation finishes successfully, the three models in the back will render perfectly!

Packages/lilToon has been added, and the models in the back are now displaying correctly!
You can also just upload this sample world directly as it is.
Bringing Items Into Your Custom World
Since we already built our own room earlier, let's use that!
First, copy either
Pimax lilToon or Pimax Standard located in the sample scene to your clipboard. You can do this by right-clicking the object and selecting "Copy," or by pressing Ctrl + C.
Double-click
MyVRCWorld inside Assets/Scenes in the Project window to open our custom scene.
Once open, right-click in the Hierarchy and select "Paste" (or press Ctrl + V) to place the Pimax models into your room.

They've been placed successfully! Awesome!

Note that instead of copying from the sample scene like we did here, you can also find each individual VR headset in the
Assets/Pimax/Prefabs folder and simply drag and drop them directly into your Scene or Hierarchy.
Sliding the gauge in the bottom right all the way to the left switches the view to a list mode, making names easier to read. You can also use your mouse scroll wheel to adjust this!
Testing Your World Inside Unity
Now that everything is placed, let's test how our world runs directly inside Unity!
Running the Test
Press the Play (▶️) button located at the top center of Unity.

The Game window tab will become active, and the VRChat Client Simulator dialog box will appear on the game screen.
Select "Close Menu" to close the dialog. Now you can use the W, A, S, D keys on your keyboard to move around and drag your mouse to look around!

If you walk close to the items, you can left-click and drag to pick them up in your hands.

Ending the Test
Pressing the ESC key will bring up the simulator dialog again, where you can click "Exit Playmode." Alternatively, you can just click the top Play (▶️) button again to stop the test.

If the view stays stuck on the Game tab after stopping, just click the Scene tab to switch back.

Adjusting the Player Spawn Position
If you want to move the player's starting spawn point to the opposite side, all you need to do is adjust the position and rotation of the
VRCWorld object in the Hierarchy!
*Select the
VRCWorld object...
Move it to the other side and rotate it 180 degrees on the Y-axis! The blue arrow (Z+) of the
VRCWorld object indicates the direction the player will face when spawning.
Make the player face right toward the table.
When we run the test again, we spawn perfectly right in front of it!

Why Objects Can Be Picked Up
You don't need to tweak anything for this project, but let me quickly explain how pickup objects work! Objects that can be held have a component attached called "VRC_PickUp"—.


If the Proximity value is set too high, you can end up snapping and pulling items from far away. Since that tends to trigger accidentally, it's kept short at 0.1 (10cm).
Along with that, a Box Collider component sets up the invisible bounding box used to detect where you can grab the item.

After clicking the Edit Collider button, you can drag the tiny square handles (■) in the Scene view to resize it. You can also type numbers directly into the Inspector.
A Rigidbody component handles the physics behavior.

If "Use Gravity" is turned on, the item will fall due to gravity, so it's turned off here. Turning "Is Kinematic" on locks it firmly in place (making it ignore physical forces).
However, with just these settings, it would run purely as a "local action," meaning other players wouldn't see you moving the object. To fix this, we add a component called VRC Object Sync.

This enables "global behavior," allowing other players to see the movement. Just be careful not to place too many global items in one world! [Image]
Optimization: Making Items Disappear at a Distance
We're mostly good to go, but these Pimax models also include a setting called a LOD Group for performance optimization.
This feature switches between different detailed models (meshes) depending on what percentage of the screen space the object takes up. In this specific Pimax asset package, it's set up so the headset is visible when you're within a certain distance, but disappears completely when you move far away. *If you don't need this, you can simply uncheck or delete the component.

Uploading the Finished World!
Alright, we went on a bit of a technical detour, but from here on out, you just follow the exact same upload steps we did earlier! Open the VRChat SDK window (via VRChat SDK → Show Control Panel in Unity's top menu), select the Builder tab... and let's go ahead and update the thumbnail image since we've changed the world.
Line up a nice view in your Scene window, click "Capture In Scene," and press the Capture button.

Select "Save Changes" to apply the thumbnail.

Note: A loading bar showing saving/uploading progress will appear, but keep in mind this is just applying the thumbnail details!

Next, to upload the actual world asset itself, click the "Build & Publish" button under step 3.

If green text pops up, it's a success! Spectacular job!!

If red text shows up, that means there is an error, so try translating the error message or searching for a solution online!
When you hop into VRChat and head over to your world—yay, a whole bunch of Pimax headsets!


From left to right: Pimax Crystal Light, Pimax Crystal Super, Pimax Dream Air, and Pimax Vision 8KX.
To tell you a little secret, these Pimax models originally had around 1 million polygons! I personally took charge of optimizing them this time—going through the components one by one in Blender to reduce the count down to about 1/10th, as well as adjusting the materials.
While Unity does have polygon reduction assets, using Blender allows for much finer, precise adjustments, which is incredibly useful! Now that I've learned how to use Blender, the things I can do have really expanded. Hehehe.
By the way, on the real physical products, you can change the color of the "V" on the front panel to whatever you like. It would be a great idea to customize the V's material to match your favorite idol's color or your own theme color!
You can make any room you want by placing various furniture and exhibits in the exact same way, so definitely give it a shot. Personally, I often use assets meant for VRChat worlds purchased from BOOTH, as well as 3D assets from the Unity Asset Store!
Videos: From Basics to Advanced
If you want to look into performance optimization via Static settings, light baking, adding effects using Post-Processing, or dive into Udon, please check out this video for reference!
https://www.youtube.com/watch?v=pdlNv5Be56M
*Since this is an older video, some minor operational steps might differ. Support for CyanTrigger has ended.
For a slightly newer video showing how to arrange various commercially available assets and remodel a room, check below:
https://www.youtube.com/watch?v=7SQeALIVuC4
Have a wonderful VR life!!
If you would like to view the complete tutorial or check the detailed step-by-step process, please visit おきゅたんbot's original article. Let’s make the VR world more fun and expand it with absolute freedom!
🔗 Click here for the original article:
If you have any questions or inquiries, please feel free to reach out to the following email address at any time.
Email: riven.wang@pimax.com

