[VRChat] Supporting Quest and Phones: Two Builds Under One ID

Created: 2026-09-08Last updated: 2026-09-09

Building the Android version from the same scene and publishing it under the same Blueprint ID. Covers what drops first on Android, per-platform texture settings, and how to verify.

You invited friends into your world. But people on standalone Quest can't get in. Neither can someone visiting from a phone.

VRChat worlds are built per platform and published under one ID. It isn't a case of building once and running everywhere.

This article covers adding an Android build to a world that already has a PC version.

Two builds, PC and Android, hanging off one ID

What You'll Learn

  • How multiple builds live under one ID
  • What drops first on Android
  • Per-platform texture settings
  • How to verify without the hardware

Start from having uploaded once in uploading a world.

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Two builds under one ID

A world carries a jersey number called a Blueprint ID. Uploading issues one and records it in the scene's VRCWorld.

Per-platform builds hanging off the same jersey number

That ID is the world itself. Uploading under the same ID with a different platform adds another build to that world.

Visitor's deviceBuild they receive
PC (VR or desktop)The PC build
Standalone QuestThe Android build
PhoneThe Android build

They gather in the same room and the same mechanisms work. Different visible objects and different lighting bakes are fine.

Creating a new ID makes them separate worlds. Both appear in search, and PC people and Quest people end up in different rooms. That's the thing to watch most in this work.

The flow has four stages.

  1. Switch Unity's Build Target to Android
  2. Adjust for Android
  3. Upload the same scene
  4. Enter from a phone or Quest and verify

At stage three, confirm the scene's VRCWorld still holds the same Blueprint ID. If it matches, it lands on the same world.

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What drops first on Android

Standalone Quest and phones are Android inside. Performance is an order of magnitude below PC, so things you take for granted on PC become unusable.

Things available on PC dropping out on Android
Unusable or best avoidedUse instead
Post ProcessingDon't. Build color with lights and materials
Realtime lights and shadowsBake the lights
Custom or heavy shadersVRChat's mobile shaders
Large texturesShrink them with per-platform settings
Many particles, overlapping transparencyCut the count

Whether your lighting is baked matters most. If you haven't done baking lights, do that before Android support. An unbaked world is nearly pitch black on Android.

The SDK warns about shaders at build time. Unsupported shaders can be replaced automatically, changing the look. Replacing them yourself gives you the look you intended.

Udon mechanisms work as-is in the Android build too. No rewriting required. What changes is mostly the visuals.

Hands-On: Build the Android version

Add an Android build to a world whose PC version is already uploaded.

Switch, bake, shrink, and upload under the same ID

1. Check your setup

In Unity Hub, confirm your Unity version has Android Build Support installed. If not, add it via "Add modules" in Unity Hub.

Open the scene, select VRCWorld, and confirm the Blueprint ID is in Pipeline Manager. Empty here means it uploads as a new world.

Save the scene at this point, to be safe.

2. Switch Build Target to Android

Open "File → Build Settings."

Select Android from the Platform list and press Switch Platform.

The first time takes a while. It's rebuilding the project's images and audio for Android. With a lot of assets it can take tens of minutes, so start when you have time.

3. Adjust for Android

Once the switch finishes, look at three things.

Bake the lighting. In the Lighting window, confirm no realtime lights remain. Change any light with Mode "Realtime" to "Baked" and rebake.

Remove post-processing. If a Post Process Volume or Post Process Layer is attached, disable it.

Shrink the textures. Select a large texture and open the "Android" tab under Platform Settings toward the bottom of the Inspector.

FieldSetting
Override for AndroidOn
Max Size512 or 1024
FormatAutomatic is fine

The PC settings stay as they were. What you change here applies only to Android, so the PC version's look doesn't degrade.

Working down from the largest textures, ten or so shows the effect. There's no need to do them all at once.

4. Build and upload

Open the VRChat SDK's Control Panel and look at the Builder tab.

A list of warnings appears. Red errors have to be fixed before uploading. Yellow warnings you read and judge. Three come up often.

WarningWhat to do
Unsupported shaderChange to a mobile shader
Realtime lights presentBake or remove them
Texture memory is largeLower Max Size

If nothing's wrong, press Build & Publish. Same procedure as the PC version.

Once uploading finishes, confirm in the SDK's world list that both PC and Android are marked.

5. Enter and verify

You can verify without owning a Quest. Enter from VRChat on a phone — it receives the same Android build.

What to checkWhere to look
Is the room litPitch black means the lighting isn't baked
Any pink surfacesA shader isn't supported
Do the mechanisms workButtons, doors, chairs
Does it run heavyStutter while walking

Pink surfaces signal an unreadable shader. Change that material to a mobile shader and re-upload.

Re-enter from PC too and confirm the PC version isn't broken. Android work can accidentally leave a light disabled.

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Common Pitfalls

  • It became a separate world → The Blueprint ID changed. Check Pipeline Manager and restore the original ID
  • The room is pitch black → The lighting isn't baked. Change to Baked and rebake
  • There are pink surfaces → An unsupported shader. Change to a mobile one
  • Switch Platform never finishes → Asset conversion takes time. Wait. Subsequent switches are faster
  • You can't upload → Read the red errors. Usually size or shaders
  • The PC version's look changed → Android work bled into the PC version. Check that it's split by Platform Settings
  • Video won't play → Video is an area with large device differences. The Android build needs separate settings

Bonus: Good to Know Up Front

  • Build once early: Starting Android support after finishing balloons the amount to fix. Building once mid-construction shows you where you'll get stuck
  • They can look different: Forcing them to match strains things. Aim for "the same room, doing the same things"
  • You can switch Build Target back and forth: As many times as you like. Each switch takes time, so batching the work is recommended
  • The size limit is stricter than PC: Android has a smaller download budget, so texture reduction earns its keep. Watch the size with the steps in measuring performance
  • More people can enter: Standalone Quest and phone users are numerous, and support alone widens your visitor base considerably

Summary

Quest and phone support means putting another build under the same ID.

  • The same Blueprint ID makes it one world
  • Switch Build Target to Android and build
  • Baked lighting, no post-processing, mobile shaders, small textures
  • Entering from a phone verifies it without the hardware

The question to ask before uploading is: "Is the Blueprint ID the same as before?" Hold that and everything else is recoverable.

To make it usable for everyone, go to settings panels that work for everyone. To cut the size, go to reducing your world's size.

VRChat Notes in this section63