VR Realms
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UGC Tools

Publish panel

Open Tools → VR Realms Workshop. Pick map or avatar:

  • Validates instantly: green READY / amber FIXABLE / red INCOMPATIBLE
  • Auto-fixes folders and avatar skeletons
  • Cooks, packages, uploads to Steam

Create assets anywhere, including store packs and random folders. The tool moves referenced content into the item folder. Item list / markers and scripting API are covered in their guides.

The Settings section of the panel: SteamCMD path, Steam user, game exe, Download SteamCMD and Steam Login buttons
Settings, once: where SteamCMD lives, your Steam user, the game exe. Download SteamCMD fetches it; Steam Login (one time) signs in through Steam’s own window.
The Map section of the panel with empty fields, the tag grid and the first-time build note
The Map section: pick the level, fill in title, description and preview image, tick the tags. An empty Workshop ID means a new item; a filled one updates it.

Title, description, preview and Workshop ID belong to the item you picked. Each avatar and each map keeps its own, and they come back when you pick it again. New avatar and New map start with an empty form. If the Workshop ID in the form is also saved with another item of yours, Upload asks before it replaces anything. This is new in Creator Kit 0.4.30: older kits kept the last item’s Workshop ID in the form, so uploading a second avatar could replace the Workshop item of the first.

The panel showing FIXABLE with an asset outside the Community folder
Amber FIXABLE tells you what Build will fix, and the log below repeats the validation every time you change something.
The panel in the READY state after a build
Green READY after a build: the pak is ready and Upload Map is enabled.
The build log showing the pak being written and BUILD COMPLETE
The build log: the cook writes the pak, prints its size, and ends with BUILD COMPLETE.

After uploading: set your tags on Steam

Tick your tags in the panel before you upload: Map Type, Player Capacity and Audience for a map, Avatar Style and Audience for an avatar. They are applied through your running Steam client when the upload finishes, so Steam must be open and signed in. If it was not, the log says so; press Set Tags on Steam once you are signed in, or tick them on the item page. The upload log prints the link either way.

It is worth doing straight away, because an untagged item is close to invisible:

  • It does not appear under the Filters in the in-game Worlds and Avatars menus.
  • It does not appear when players browse the Workshop by category.

The content type (Map or Avatar) is set for you. The in-game Filters read the rest straight back off Steam, so what you tick is exactly what players filter by. A new item starts Private; switch it to Public under Owner Controls on the item page when you are ready.

The panel after an upload with the tag log and the Private note
After the upload: the item link, the tags being applied, and the note that the item starts Private.
The Steam item page with the Change Visibility menu open
The item page on Steam: tags top right, Change Visibility under Owner Controls.

Test your map before you upload

Next to Build and Upload there is a Play Map button. It cooks your map exactly as an upload would, then launches VR Realms straight into it, skipping the intro and the hub. The dropdown beside it chooses VR or Desktop, and the time tells you when the pak it is about to run was built.

The publish panel toolbar: Build Map Pak, Upload Map, then Play Map with a Desktop dropdown and the time the pak was built
Build, then Play. The same pak you would upload.

Because this is the real game running the real cooked pak, what you see is what players get. A material that would come out grey, or a right eye that would go black in a headset, shows up in seconds instead of after a download. A test launch is offline: it never joins the hub or a session, so nothing half-finished can reach anybody else. You need VR Realms installed from Steam, which is free; the panel finds it for you the first time.

Adding a second player

Once you are in your map, open chat and type /spawn bot 1. A test player appears at one of your spawn points with a name and a score, and the scripting nodes treat it as somebody who just walked in: scoreboards fill up, triggers fire, points land on the right player, and On Player Arrived runs. /spawn bot clear takes them away again.

A test player standing in the ring of a Workshop boxing map, added with the spawn bot chat command
One bot, spawned at the map's own spawn point.

Bots are created by the machine hosting the map, so they will tell you whether your logic copes with more than one player. They cannot prove your map behaves for somebody joining over the network — for that, upload the item as Private or Friends Only and have a friend subscribe to it.

Approval. There is no submission form. We pick up public Workshop items. Local subscribed items always work. #workshop-support

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