Baking lightmaps and switching platforms between PC and Android (Quest) are the two biggest time-sinks in VRChat creation. Setting up a Unity Accelerator (the modern version of the Cache Server) allows you to offload asset processing and store multiple versions of the same asset simultaneously.
- Instant Platform Swapping: Stop waiting 20 minutes to switch from PC to Quest. The server stores the compressed textures for both.
- Faster Re-imports: If you delete your Library folder to fix a bug, the Accelerator re-populates it in seconds over your local network.
- Multi-PC Sync: If you work with a team or use a desktop and a laptop, you only "process" an asset once; every other machine just downloads the result.
You can run the Accelerator on your main PC, an old laptop, or a dedicated home server (NAS).
- Download: Get the latest version from the Unity Accelerator Page.
- Storage: Choose a drive with at least 100GB to 500GB of free space. Unity assets are small, but thousands of versions add up.
- Setup Wizard:
- Follow the prompts.
- When asked for a Port, the default is usually 10080.
- Note the IP Address provided (e.g., 192.168.1.50).
Tip: If running on the same machine you use for Unity, you can just use localhost later.
Once the Accelerator is running, you must link your VRChat project to it.
- Open your VRChat project in Unity.
- Navigate to Edit > Project Settings.
- Select Editor in the left-hand sidebar.
- Scroll down to the Unity Accelerator (or Cache Server) section.
- Settings:
- Mode: Change to Enabled.
- Server Address: Enter your IP (e.g., 192.168.1.50:10080). Use localhost:10080 if it's on the same PC.
- Click Check Connection.
- Success: A green message appears.
- Failure: Check your Windows Firewall to ensure the port isn't being blocked.
The server is currently empty. You need to "feed" it your current project assets.
- In the Unity top menu, go to Assets > Cache Server > Upload All Assets.
- Unity will process and upload your current PC library to the server.
- The Quest Step: Switch your Build Target to Android (File > Build Settings > Android > Switch Platform).
- Let it compress all textures for Quest. Once finished, these are now stored on your Accelerator forever.
The Accelerator manages itself by default. If it runs out of space, it deletes the "Least Recently Used" (LRU) assets. You don't need to manually delete files unless you want to wipe everything.
If you use GitHub or Unity Version Control (PlasticSCM), the Cache Server is a lifesaver. When a teammate pushes a new asset, your Unity will ask the Accelerator for the processed version before trying to compile it locally.
While the Accelerator won't speed up the actual GPU render time of a lightmap bake, it will speed up the moment you save those bakes. It also ensures that if you accidentally delete a bake, it can be recovered instantly from the cache if it hasn't been overwritten.
- "Connection Failed": Ensure the Unity Accelerator service is running in your Windows "Services" app or the System Tray.
- Slow Speeds: Use a wired Ethernet connection. WiFi is often slower than just re-importing the asset locally.
- Install Unity Accelerator.
- Note IP and Port.
- Enable in Project Settings > Editor.
- "Upload All Assets" to seed the cache.
- Switch platforms once to cache Android/Quest versions.