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.
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.
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.

That ID is the world itself. Uploading under the same ID with a different platform adds another build to that world.
| Visitor's device | Build they receive |
|---|---|
| PC (VR or desktop) | The PC build |
| Standalone Quest | The Android build |
| Phone | The 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.
- Switch Unity's Build Target to Android
- Adjust for Android
- Upload the same scene
- 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.
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.

| Unusable or best avoided | Use instead |
|---|---|
| Post Processing | Don't. Build color with lights and materials |
| Realtime lights and shadows | Bake the lights |
| Custom or heavy shaders | VRChat's mobile shaders |
| Large textures | Shrink them with per-platform settings |
| Many particles, overlapping transparency | Cut 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.

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.
| Field | Setting |
|---|---|
| Override for Android | On |
| Max Size | 512 or 1024 |
| Format | Automatic 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.
| Warning | What to do |
|---|---|
| Unsupported shader | Change to a mobile shader |
| Realtime lights present | Bake or remove them |
| Texture memory is large | Lower 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 check | Where to look |
|---|---|
| Is the room lit | Pitch black means the lighting isn't baked |
| Any pink surfaces | A shader isn't supported |
| Do the mechanisms work | Buttons, doors, chairs |
| Does it run heavy | Stutter 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.
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.