Craft item restrictions

Craft items must meet the following restrictions.

Item restrictions

Craft items must have Item component added.

  • Item Name must be set.
  • Item Name must be 64 characters or less.
  • Item Size must have at least one element greater than or equal to 1, and all elements must be between 0 and 4, inclusive.

GameObject restrictions

  • Number of GameObjects included in an item must be 128 or less.
  • Names of GameObjects included in an item must all be different.
  • GameObjects of an item 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.)
  • Number of triangles in a mesh must be between 1 and 5000, inclusive.
  • Number of submeshes in a single mesh must be 2 or less.
  • Meshes must not contain weights.
  • Area where a mesh exists must be within (5, 5, 5).
  • Number of mesh types included in an item must be 8 or less.

Material restrictions

Texture restrictions

  • Number of texture types included in a single item must be 3 or less.
  • All textures must be in png or jpg format.
  • All textures must be 8192 pixels or less in both width and height.

Size restriction

  • Final uploaded item size must be 25MB or less.

Component restrictions

In craft items, only the components described below can be used. Unusable components are ignored.

Item components

For item components, the following components can be used:

The following restrictions apply to item components:

  • RidableItem restrictions
    • AvatarOverrideAnimation of RidableItem is not used
  • ScriptableItem restrictions
    • *-Compat series APIs cannot be used
    • Script length must be 20kB or less
  • ItemAudioSetList restrictions
    • Number of Item Audio Sets must be 5 or less
    • Id and Audio Clip must be set for all Item Audio Sets
    • Id of Item Audio Sets must all be different
    • All Audio Clips must be 5 seconds or less in length, have 2 or fewer channels, and have a SampleRate of 48000Hz or less
  • HumanoidAnimationList restrictions
    • Number of Humanoid Animations must be 10 or less
    • Id and Animation must be set for all Humanoid Animations
    • Id of Humanoid Animations must all be different
    • Total number of keyframes counted for each property contained in all Animations must be 50000 or less
  • PlayerScript restrictions
    • Script length must be 20kB or less

For rendering-related components, MeshRenderer and MeshFilter can be used.

  • Items must have at least one active MeshRenderer.
  • Number of MeshRenderers in one item must be 32 or less.
  • Only Materials settings are used for MeshRenderer settings.
  • Area where Mesh exists must be within (5, 5, 5).

For collision-related components, BoxCollider, SphereCollider, CapsuleCollider, and MeshCollider can be used.

  • Materials of all Colliders are not used.
  • MeshCollider must be Convex, and the specified Mesh must have 255 or fewer Triangles.
  • Cooking Options of MeshCollider are not used.
  • Number of Colliders in one item must be 32 or less.
  • Area where Colliders can exist must be within (5, 5, 5).
  • Behavior can be specified by attaching Shape components to Colliders.
  • Colliders with Is Trigger on and without Shape components are not used.

Rigidbody component is only used when Movable Item component is added. Rigidbody component is treated as if isKinematic is true, and other setting items are not used.

World components

For world components, the following components can be used:

Text in TextView must be 1kB or less.

Physics behavior settings for craft items with beta enabled

You can create craft items with physics behavior. The following Rigidbody setting items will be reflected in uploaded items:

  • Items uploaded with isKinematic setting off will have physics behavior.
  • Items with physics behavior uploaded with useGravity setting off will ignore gravity.

Whether an item is affected by gravity can also be dynamically toggled from scripts. For details, refer to Script Reference.