> For the complete documentation index, see [llms.txt](https://docs.siminsights.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.siminsights.com/hyperskill-studio-authoring/virtual-entities/vx-publisher/special-considerations.md).

# Special Considerations

Some platforms and assets need extra care when you package them with the VX Publisher. Read this page before you publish.

## Limitations and constraints

Platforms such as the Meta Quest or WebGL require assets to be optimized for speed and size. Failing to keep these considerations in mind can lead to poor experiences caused by inconsistent framerate and slow loading times.

In addition to optimizing assets, the following platforms require additional care and attention:

* **VisionOS**
  * For all mesh assets, the asset must have Read/Write enabled in the model settings. The [model import settings](https://docs.unity3d.com/Manual/class-FBXImporter.html) can be found by clicking on the model asset file (FBX/OBJ/etc.) in the Unity Project folder. Failure to mark the asset as Read/Write will cause HyperSkill to close automatically when trying to load the asset in experience mode.

## Build support

Each platform needs its build support module installed for Unity 2022.3.19f1 in Unity Hub (for example Android, iOS, WebGL, macOS, Universal Windows Platform or visionOS). Platforms without build support are marked *(not installed)* in the VX Packager and are skipped when you package.

## Asset names

Asset and folder names cannot contain spaces. Use letters, numbers and underscores.

## Render pipeline

Materials that use shaders from a different render pipeline than the project's, for example URP Lit materials in a project using the built-in render pipeline, are converted automatically when you import or package an asset.

## Scripts

Custom scripts are not packaged with an asset. The VX Packager shows a warning when an asset uses one.
