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Okay, so VRchat is using Unity engine then. You might get an answer about the specifics for Unity here, but you will probably have better luck asking in Unity forums, or VRchat modding forums.
With a (very) quick look at it (Unity), it looks like you might just have to setup multiple materials for your object. Then apply the proper texture to each material. Without you providing details on what you've actually done (in Unity) I'm assuming you only have one material for your object.
Don't know if these are good enough for you or not:
https://www.youtube.com/watch?v=5sDCKkYAea8
https://www.youtube.com/watch?v=IFlXvDZezBQ
but if you need better tutorials then that for Unity or VRchat materials/textures/modding, afraid you're going to have to do that research yourself or wait for someone else to come along.
Combining the textures into one and using one material is still a viable option. It might even be the more optimal option, in a technical sense - how much resources your model will use in the game. But I do suspect it might also be the more difficult option.
If you want to go that route, you have to do something like this in a photo editing program: https://www.youtube.com/watch?v=G-5I_1fQKHY
Then you'd have to re-arrange the UV's in Blender to match up with the new texture, so basically some UV editing.
Or you go the baking route described in that Stack Exchange thread. Which you do inside Blender, still might have to re-arrange the UV's with that method as well though. I am unfamiliar with that particular process.
Thanks for clearing that up.
From what I understand it sounds as if you are either facing some material assigment confusion in VR-Chat or something is not working on the way Mixamo exports and Unity interprets UV maps / texture coordinates.