Accessory limitations
To make an item usable as an accessory, it must meet the following restrictions.
Restrictions as an accessory
Accessories must have the Accessory Item component added.
- All elements of Default Attach Offset Position must be between -2 and 2 inclusive.
Restrictions as an item
- Item component’s Name must be set.
- The Item’s Name must be 64 characters or less.
- All elements of the Item’s Size must be between 0 and 2 inclusive.
GameObject restrictions
- The number of GameObjects included in an item must be 128 or less.
- All GameObjects included in an item must have different names.
- The item’s GameObjects must be active.
Asset restrictions
Mesh restrictions
- All meshes must be triangular. (For common asset formats, assets containing quadrilateral meshes can be automatically converted to triangular meshes. Make sure Keep Quads is set to false in the asset’s Import Settings.)
- The number of triangles in a mesh must be between 1 and 2000 inclusive.
- A single mesh must have 2 or fewer submeshes.
- Meshes must not contain weights.
- The area where the mesh exists must be within (2, 2, 2).
- An item must contain 8 or fewer types of meshes.
Material restrictions
- An item must contain 2 or fewer types of materials.
- Only MToon shader can be used.
Texture restrictions
- An item must contain 3 or fewer types of textures.
- All textures must be in png or jpg format.
- All textures must be 8192 pixels or less in both width and height.
Textures are automatically optimized for use.
Size restrictions
- The final uploaded item size must be 25MB or less.
Component restrictions
For accessories, only the components described below can be used. Components that are not usable will be ignored.
Components related to rendering
For rendering-related components, MeshRenderer and MeshFilter can be used.
- An item must have at least one active MeshRenderer.
- The number of MeshRenderers in one item must be 8 or less.
- Only Materials settings of MeshRenderer are used.
- The range where Mesh exists must be within (2, 2, 2).