Avatar Upload Results in "Security Checks Failed" Error
complete
Sonyan
I uploaded a test avatar that is just a simple cube to VRChat.
The upload itself succeeds, but it shows the message “Security Checks Failed.”
Therefore, it is clear that the issue is not related to size, bones, textures, shaders, or modules.
------
◆avatarID:
avtr_f6f58613-f875-462b-b9fa-74e660973598
◆Environment:
・Platform: Mac / ALCOM
・Unity Version: 2022.3.22f1
◆Verified Items:
・Overall Rating is Good and the size is within acceptable limits
・Using the latest SDK version
・Selected the "VRChat Avatars" template when creating with ALCOM
◆What I Have Already Tried:
・Restarted the PC and recreated a new project more than 10 times
・Tried two different humanoid avatars from existing assets, but the same error occurs:
-- avtr_4e9a96b4-ef72-4e68-a552-3c9c2b430799
-- avtr_3681e6ec-bfaf-4012-b416-feef52afe60a
Log In
e
euan
complete
Sonyan
euan
Hello, thank you for the advice!
Following your suggestion solved the problem perfectly!
I downloaded the Windows Build Support module via Unity Hub and updated the Build Settings — and it worked!
The same solution also fixed the issue with humanoid avatars.
Thank you so much!
e
euan
needs more information
Once you've checked on the unity editor module do let me know if it's resolves the issue or not
e
euan
Hi it appears your content is failing because you are not uploading for the correct platform. Currently the bundles you have built are for OSX not windows. Please ensure you have the unity editor module for windows installed.
You can check it's installed by:
- Going to File > Build Settings
- Selecting "Windows, Mac, Linux"
- Ensuring "Windows" is available in the drop-down for "Target Platform"
Deantwo
It was indeed the issue for Sonyan, this fixed it.
However, why does the SDK even allow the upload to happen in this case? Can't it throw an error when a user does this?
e
euan
Deantwo: The SDK is not fully supported on OSX, we do our best to resolve reported issues however do not currently go out the way to test edge cases such as this ahead of time. Though I am kind of surprised unity itself didn't throw an error when the desired target platform wasn't available. I'll be relaying this particular issue to others on the team so at least it's tracked.