Import Model as Virtual Object (VO)
Package a 3D model as a virtual object and upload it to your HyperSkill account with the VX Packager (see VX Publisher). Check Special Considerations for platform-specific requirements.
Import the model
Open Tools > VX Packager.
Under 1. Import, drag your model (.fbx, .obj or .dae) and its texture files onto the drop area, or click Add Files....
Enter an Asset Name (no spaces) and set Type to Object.
If the model was exported in other units, set Scale Factor, for example 0.01 for a model exported in centimeters. Leave Include Nearby Textures and Create Prefab on.
Click Import.

The VX Packager creates Assets/VO/<Asset Name> with Models, Textures and Materials folders, imports the model with consistent settings, extracts its materials and textures, and creates <Asset Name>.prefab.
Check the prefab
Open the prefab and check its size against the human-scale model in the VOPackageScene. Adjust materials if needed.
Keep the root of the prefab at position 0,0,0, with no rotation and a scale of 1,1,1, because HyperSkill spawns objects with these values.
Package and upload
Under 2. Package, check that Asset Folder shows your asset. It is filled in automatically after Import.
Review the settings:
Type: Object.
Default Collider: Auto adds a box collider that fits the model when the prefab has no collider. Choose None, Box, Capsule or ConvexMesh to change this.
Thumbnail Size: the size of the generated thumbnail.
Platforms: the platforms to build. Platforms marked (not installed) are skipped; install their build support in Unity Hub to include them.
Upload Format: keep Legacy (v1) - current apps.
Click Package + Upload. To build without uploading, click Package.

Packaging:
copies every texture, material, shader and model the prefab uses into its folder, so the asset is self-contained;
adds the default collider;
renders a thumbnail;
builds an asset bundle for each platform and a .unitypackage, then uploads them with the thumbnail.
When it finishes, Result shows the thumbnail and any warnings; Details lists everything that was done. Your VO is now in your private repository and is available the next time you launch HyperSkill on your supported platforms.
You can also right-click the asset folder in the Project window and choose VX > Package and Upload.
Update an uploaded VO
After the first upload, the asset folder remembers its virtual object ID, which is shown next to HyperSkill. Change the prefab and click Package + Upload again: the VX Packager updates the same virtual object with new asset bundles and a new thumbnail instead of creating a new one. To upload the asset as a new virtual object, click Forget first.
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