vrc-worlds

Build VRChat worlds with Quest-first baked lighting and performance optimization.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/AlexanderStephenThompson/claude-hub --skill vrc-worlds
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vrc-worlds
Source: https://github.com/AlexanderStephenThompson/claude-hub/tree/main/world-building/VR%20Chat/skills/vrc-worlds
Command: npx skills add https://github.com/AlexanderStephenThompson/claude-hub --skill vrc-worlds

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) and assets (resource) components.

What problem does it solve?

This Skill guides VRChat world builders to design and optimize environments that run well on Quest hardware while maintaining quality and playability.

Core Features & Use Cases

  • World setup guidance: scene hierarchy, VRCWorld descriptor, and spawn point planning.
  • Lighting and performance: emphasis on baked lighting, light probes, and GPU lightmapper workflows.
  • Validation and testing: performance checks on Quest and PC builds, plus iterative refinement examples.

Quick Start

Create a Quest-first VRChat world: configure VRCWorld, place multiple spawn points, enable baked lighting, add light probes, bake lighting, and test on Quest hardware.

Frequently Asked Questions about vrc-worlds

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I optimize VRChat worlds for Quest performance?

VRChat Quest optimization requires baked lighting workflows, light probes, and a configured VRCWorld descriptor. This Skill provides scene setup, GPU lightmapper pipelines, and testing workflows to ensure VRChat environments run efficiently on Quest hardware.

What's the best way to set up spawn points in a VRChat world?

Spawn point planning in VRChat requires configuring the VRCWorld descriptor within the Unity scene hierarchy. Place multiple spawn points early in world setup to define player entry locations before baking lighting.

Does baked lighting work well for VRChat Quest worlds?

Baked lighting works effectively for VRChat Quest worlds by precomputing light data to reduce runtime GPU load. Use the GPU lightmapper workflow and light probes to capture indirect lighting and maintain visual quality on Quest hardware.

Can I use this VRChat world optimization process for PC builds too?

This VRChat optimization process applies to PC builds as well as Quest. The workflow includes performance validation checks for both Quest and PC deployments, allowing iterative refinement across both platforms.

Why do I need light probes in my VRChat world?

Light probes store baked indirect lighting data for dynamic objects and moving players in VRChat worlds. They complement baked lighting by ensuring non-static meshes receive accurate ambient light without expensive real-time calculations.

Do I need the VRChat SDK to optimize worlds for Quest?

The VRChat SDK in Unity is required to optimize worlds for Quest. The SDK provides the VRCWorld descriptor required for scene setup, spawn point configuration, and building environments for Quest and PC deployments.