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Getting Started with PJKT SDK ​

πŸ” Prerequisites ​

🌐

Basic Unity setup

Make sure you are setup with the VCC and basic Unity setup for VRChat creation.

πŸ› οΈ

Editor Creator Companion (VCC)

Download from the official VRChat website if needed

πŸ“ Step-by-Step Guide ​

1

Add SDK Repository to VCC

Click the button below to add the PJKT SDK repository to your VCC:

ℹ️Your browser may ask for permission to open VCC
2

Create New World Project

Set up a new Unity world project in VCC:

  1. Open the "Projects" tab
  2. Click "Create New Project"
  3. Select "Unity 2022 World" project type
  4. Choose "Unity 2022 Worlds Project"
  5. Enter your project name
  6. Click "Create Project"
ℹ️Make sure to give your project a descriptive name related to your booth.
3

Project Creation and Package Import

Wait for VCC to create your project and download necessary packages.

⏳This process may take a few minutes.
4

Add the SDK Package

  1. Find your project in the VCC project list
  2. Click "Manage Project" to access package management
  3. Locate "Projekt: Community SDK" in the package list
  4. Click the "Add" button next to the package
ℹ️Check VCC for SDK updates before you build or upload.
5

Unity Editor Launch

Unity will automatically launch and begin initial setup.

⏳This process may take a few minutes.
⚠️If Unity opens in "Safe Mode", click the "Exit Safe Mode" button in the top-right corner and confirm the prompt asking if you're sure. This is normal for first-time setup, due to PJKTSDK scripts compiling before VRChat SDK.
6

Explore Unity Scene

You'll be presented with a blank Unity scene - your canvas for creation!

7

Handle Initial Console Messages

You may see some console messages during first-time setup.

πŸ’‘Initial ⚠️warnings are common, press the clear in your console. If everything dissapears, everything is good.
8

Log In to the SDK Window

Go to PJKT SDK β†’ Show SDK Window in the Unity menu bar. Sign in with your PJKT representative account.

9

Add a Booth Descriptor

Create an empty GameObject in your scene and name it after your community. Add the Booth Descriptor component via Add Component β†’ PJKT β†’ Booth Descriptor.

  1. Optionally fill in the three Representatives fields with the names you want on the booth record, these fields may or may not have a use in FEST worlds.
  2. Build your booth content as children of this root GameObject, like you would with an avatar.
ℹ️A gizmo box shows the maximum booth footprint in the Scene view. Keep all your meshes inside it.
10

Validate Your Booth

Open the Booths tab in the SDK and click your booth card. The SDK runs validation when you select the booth in the SDK

The booth panel shows the current report and checks for when something being out of specification.

⚠️Fix every issue on the booth card before you press upload.
11

Upload Your Booth

Open the Events tab only if you need to switch to a different event. Then return to the Booths tab and press Build and upload Booth.

  1. Select the community on the booth card first. The upload button stays disabled until you do.
  2. Read and accept the rights disclaimer.
  3. Read and accept the booth change list. The SDK will adjust booth settings before it builds in some cases.
  4. The SDK builds the booth, does additional checks, and uploads the result!
ℹ️Your account also needs upload access for the selected community. If the SDK rejects the upload, read the booth card message and the notification toast.

πŸŽ‰ Congratulations! ​

🎯

Upload complete

When the upload finishes, the SDK shows a success! Now to finally drink that (now) cold coffee...

πŸ”œ Next Steps ​

Made with 🐦 and β˜•.

🚧 Documentation is WIP