[VRChat] Pre-Release Checklist: Walk It Once as a First-Time Visitor

Created: 2026-09-09

Ten things to check before release, walked through for real. Spawn point, falling, collision, mirrors, volume, devices, size — the things builders miss, in order.

Your world has taken shape. All that's left is uploading.

But you know where everything is. You don't get lost because you know the path. A first-time visitor sees something completely different.

This article walks through ten pre-release checks, doing a real lap as we go.

Walking a lap through the room as a first-time visitor

What You'll Learn

  • The three items to always get through
  • How to walk in a way that surfaces what you missed
  • Checking devices and size
  • How far is far enough to release

Read this right before uploading a world.

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Three that always have to pass

Sometimes there's no time for all ten. Get through these three.

Spawn, falling, and collision always get checked
ItemIf it's broken
Spawn pointYou arrive inside a wall, in the air, or below the floor
Not fallingYou drop through a gap and can't get back
CollisionYou pass through walls, you fall through floors

These three decide whether the world is playable at all. People will play through rough visuals; nobody returns to a world that drops them below the floor on arrival.

The other seven raise the quality of the experience. Work through them when you have time.

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Hands-On: Walk a lap as a first-time visitor

Launch Build & Test and do a lap under constraints. Write down what you notice without fixing it.

Walking a lap under constraints, with fresh eyes

1. Look at the moment you arrive

The first second after entering carries the most information.

CheckWhere to look
Where you're standingOn the floor? Not embedded in a wall?
Which way you faceIs what you most want shown straight ahead?
BrightnessNot too dark? Do you wait for your eyes to adjust?
What to doCan you guess which way to go?

Facing is easy to overlook. Rotating the spawn point object alone changes the first impression. Details in wayfinding and comfort.

2. Walk without turning around

Walk as far as you can without turning around once.

That constraint works. As the builder you subconsciously know "there's something over there," so walking normally means missing things.

CheckWhere to look
Is the way forward clearDo signage, brightness, and the path's shape convey it?
Do dead ends confuseIs the way back clear?
Do steps trip youCan you climb what looks climbable?

3. Touch everything that looks touchable

Touch everything that "looks touchable," one after another.

CheckWhat tends to happen
ButtonsLooks pressable, doesn't respond
ChairsLooks sittable, isn't
PropsLooks grabbable, isn't
DecorationsTurns out to be grabbable, and throwable

"Looks touchable but isn't" and "shouldn't be touchable but is" are both problems. Making untouchable things look untouchable is the kind approach.

4. Deliberately go somewhere strange

Go break it. Visitors always will.

What to tryWhat you'll find
Wedge yourself into a wall cornerPlaces you pass through
Jump off a ledgePlaces you fall and can't return from
Try to get outside the roomBackstage you shouldn't see
Climb onto a railingPlaces you can climb onto

If there's even one place you fall and can't return from, fix it or add a recovery mechanism. The mechanism in recovering from falls applies.

5. Check mirrors and sound

These two get placed and forgotten.

CheckWhere to look
Is the mirror on by defaultAlways-on is heavy
Is there a way to turn it offA button that disables it
BGM volumeToo loud the moment you enter?
Can the volume be changedIs there a way to lower it?

Start volume conservative. Being greeted by something too loud is enough to make people leave. See BGM and spatial audio and settings panels that work for everyone.

6. Do a lap with a different avatar

Switch to a small avatar and do another lap.

CheckWhat you'll find
Can you reach the buttonsPlacements that are too high
Can you read the signsText you have to look up at
Can you get throughSteps and gaps that are hard to pass

Trying a large avatar too reveals low ceilings and beams.

7. Check with two people

Set Number of Clients to 2 in Build & Test.

CheckWhere to look
Do the mechanisms line up on both screensDoors, lighting, chairs
Do late joiners get the stateLeave once and re-enter
Can you see each otherIncluding through mirrors

For synchronization trouble, see understanding ownership.

Check devices and size

After walking it, look at numbers and devices last.

CheckWhere to look
Download sizeThe SDK's build panel
How heavy it runsStats in the Game view
Is there an Android buildThe SDK's world list
How it looks on a phoneActually enter from a phone

If entry feels slow, cut it with the steps in reducing your world's size.

If you're shipping Android too, check everything you checked on PC again on Android. Brightness and shaders especially can turn out to be different things.

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How far is far enough to release

Aiming for perfect means never releasing. Here's the standard.

Fix what makes it unplayable. Everything else can wait

Visitors don't get lost, don't fall, and know what to do.

Pass those three and you can release.

Still fix itFine to release
There's a place you fall and can't return fromThe furniture placement bugs you slightly
The way forward isn't clearThe textures could be better
A main mechanism doesn't workYou want to add more effects
It's pitch black and you can't seeThe audio isn't as good as you hoped

The right column is fixable after release. And reports from people who visit afterwards are more useful than your own assumptions.

Continue in growing a world after release.

Bonus: Good to Know Up Front

  • Note things without fixing them: Starting fixes mid-walk means the lap never finishes. Write it all down, then fix in a batch
  • Leave time and lap again: Walking it a day later surfaces places you'd forgotten
  • Have someone else do a lap: One friend walking through surfaces things you'd never notice. The trick is having them walk with no explanation
  • Upload Private and check: You can upload in a state only you can enter and verify before release. The real load time shows up there too
  • Retake the thumbnail: The thumbnail is the first thing people see in the list. Capture the best view you have

Summary

Pre-release checking means walking a lap with a changed viewpoint.

  • Always get through spawn point, falling, and collision
  • Walk without turning around, touch everything touchable, deliberately go break it
  • Check with a different avatar and with two people
  • Look at size and devices last

The question to ask before uploading is: "Do they avoid getting lost, avoid falling, and know what to do?" Pass that and you can release.

For the upload procedure, go to uploading a world. For what comes after, go to growing a world after release.

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