#open-beta-announcements

1 messages · Page 1 of 1 (latest)

weak raft
#

Hello <@&503009384968749076> testers! We've got a new Open Beta for today-- VRChat 2022.2.2 [1212] or the "Security Update" includes our implementation of Easy Anti-Cheat (EAC) as well as Secure Instances.

We made a BLOG POST! You've probably got lots of questions, so we've put together a comprehensive post for you to read here: https://hello.vrchat.com/blog/vrchat-security-update

It covers everything you need to know about this release. Please ensure you read the FAQ at the bottom-- we've included a bunch of answers to common questions!

This beta is available for Steam, Oculus PC and Meta Quest!

Please note that this Open Beta is not network-compatible, meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

IMPORTANT: When using this Open Beta, you must follow some extra steps. These steps aren't necessary once this version goes Live, but they're necessary for the Beta Test.

On Steam: When launching the VRChat 2022.2.2 Open Beta, do not launch it from the SteamVR menu! Instead, click Play in Steam (optionally with SteamVR running), then click on either "EAC Open Beta Launch in SteamVR Mode" or "EAC Open Beta Launch in Desktop (Non-VR) mode", then click OK. The "normal" two options will result in you being locked into a black screen! Do not report issues stemming from using the "normal" two launch options during Open beta.

No additional steps are needed for the Meta Quest or while using Oculus PC.

Updated SDKs here:
SDK - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2022.07.22.20.25_Public.unitypackage
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.07.22.20.26_Public.unitypackage

If you find any bugs, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

This will be a short Open Beta! We expect to release this to Live within 24 hours of this post. As such, please submit your bug reports as soon as you can. We fully expect to have to patch post-release-- yay, live ops!

The full patchnotes are available as always on our docs site: https://docs.vrchat.com/v2022.2.2/docs/latest-release

#
# Client

## Features
- **Implemented Easy Anti-Cheat (EAC).** Please read more in our blog post: <https://hello.vrchat.com/blog/vrchat-security-update>
  - EAC prevents the use of client modifications in VRChat
  - If EAC detects a non-standard VRChat client, the application will fail to launch and display an error. Follow the instructions given in our knowledgebase to cleanly reinstall VRChat: <https://help.vrchat.com/hc/en-us/articles/4408235200403-How-can-I-completely-reinstall-VRChat->
  - VRChat is using the most up to date version of EAC, which allows you to have multiple EAC applications running at the same time as long as they do not launch at the same time
    - Other applications that use older EAC builds like Elden Ring, Halo MCC, or Apex Legends cannot be run at the same time as VRChat. If those applications update to the latest version of EAC, you could run both at the same time. As far as we're aware, Fortnite is the only other application that has updated
  - EAC is disabled in local test builds of VRChat, so doing local testing of worlds is unaffected
- **Implemented Secure Instances!** Please read more in our blog post: <https://hello.vrchat.com/blog/vrchat-security-update>
  - Secure Instances means that instance rules are now enforced on the server side
    - For example, you cannot join a Friends instance without being friends with the owner, and you cannot join an Invite instance without being invited
  - **Added "Portal Locking"**, which allows or disallows users from seeing and using the portal depending on the rules of the instance you're going to
    - **By default, Friends/Friends+ portals you drop will be Locked!** This means that when you drop a Friends+ portal in a public instance, *only your friends will be able to see and use that portal!* You can still unlock the portal before you drop it in case you want everyone to join
    - **Portals to Public instances are always unlocked** because anyone can join public worlds
    - **Portals to Invite and Invite+ instances are always unlocked** because the only person that can join a new Invite or Invite+ world is the instance creator (that's you)
      - As such, be careful when dropping portals to Invite and Invite+ instances. To remain as private as possible, go to the instance and then invite your friends
    - Added UI to indicate what type of portal you're dropping, and to swap between Locked and Unlocked when dropping a Friends/F+ portal
  - Links generated from the website can now be Locked or Unlocked
    - Locked Links are generated by default and enforce rules on entry
      - Similar to portals, this is only really sensible for Friends and Friends+ instances. We'll be changing the default in an upcoming website update
    - Unlocked Links can be optionally generated, but allow anyone with the link to join (kind of like the "Allow anyone with the link to view" in Google Docs)
      - Be aware that once you've given out the Unlocked Link, that link can be shared with anyone, who can then join your instance!
    - Old instance links will break, you'll need to re-make them if you're keeping an old instance link around
#

## Improvements
- Improved the handling of instantiated UdonBehaviours so that they are more stable and do not attempt to do networking or cause errors in the log
- Implemented a 'Pose Reset' button in the Action Menu that will reset the position of your PhysBones

## Fixes
- Fixed issues with video players on Linux, which should resolve some video player-related issues on Steam Deck
- Fixed exploits where FinalIK scripts could be used to crash users
- Fixed an issue with nameplate text rendering
- Fixed issues interacting with some Settings in the Main Menu

## Known Issues
- Some portions of Secure Instances cannot be enabled until after Live launch, so instance join behavior, friend location, and security features may take a day or two after launch to start behaving 100% correctly. This will affect Open Beta
- **Virtual Desktop Users**: Using the Oculus PC version of VRChat via Virtual Desktop no longer works, as it utilizes DLL injection which is blocked by EAC. Please use Oculus AirLink or the Steam version of VRChat instead!
- Local Test does not work, this is unintentional and will be fixed
- During Open Beta, instance links to Invite and Invite+ instances will not work. Neither the "Launch" button nor the "Invite Me" button will work
- During Open Beta, you must launch VRChat via special launch options in Steam. This will not be the case when the update goes to Live

# SDK

## Improvements
- Converted DB components will now match enabled / disabled state in-app and in the SDK

## Fixes
- Fixed Left / Right foot swap during Avatar setup
weak raft
#

Hey, <@&503009384968749076> testers! Here's a Live Compatible Open Beta. A Live Beta, if you will.

VRChat 2022.2.2p2 is now on Steam and Quest!

Get it on Steam like normal, but if you want to try it on Quest, we've got a new process:

Hopefully this is easier to wrangle than the previous Quest Beta process.


There's a lot in this update. Check out our latest Developer Update for more info: https://ask.vrchat.com/t/developer-update-29-july-2022/10900

You can also read the patchnotes: https://docs.vrchat.com/docs/vrchat-202222p2

# Client
All of the added options are accessed via the "Gear" tab in the Quick Menu.

## Important Known Issues
- Sometimes the world "Go" button isn't reachable, probably from Horizon Adjust. So please disable Go Button in Settings or you might get stuck on world loads

## Fixes, Changes, and Improvements
- Implemented Horizon Adjust
- Implemented Personal Mirror
- Added option to set the instance type of the user's Home world to any instance type
- Added an option to go back to the Default home when clicking on Go Home
- Added an option to have the Main Menu open in front of you
- Added the ability to move the Main Menu, hover around beneath the menu to find the handle
- Moved camera screenshots off-thread, greatly reducing frame lag when taking screenshots
- Added an option to auto-disable cloning when entering a world (this currently overrides the main menu setting instead of changing it every time)
- Added an option to confirm entering portals via the Use button
- Added an option to see icons on the HUD that indicate your current hand gestures
- Added an option in to enable or disable the particle limiter
- Improved movement while headset look vector was close to Y-axis poles
- Fixed issue where reinstalling VRChat could fail
- Fixed issue where launch links from website weren't working correctly

## Known Issues
- Quest2 is missing the IPS banner images in the Launch Tab
- MM movement button shows in loading screens / when MM is closed
- MM can only be moved on Quest2 using right hand
- Taking pictures on Quest 1 still hitches
- Personal mirror shows items in world it should not show
- Looking straight down with MM placement puts MM upside down. Similarly for straight up
- Default Go Home does not send user to the selected setting for the new home types
- Horizon controls (height adjustment) interferes with loading screens and pop-up UIs
- Quest - Main Menu placement (spawning location) doesn't work properly
- Quest - Leaving a world doesn't remove the Personal mirror, and it'll be visible in the loading screen
- If you have the particle limiter enabled in `config.json`, it limits your own local avatar incorrectly

weak raft
#

<@&503009384968749076> update! Still Live-compatible. See the last post in here for more info.

VRChat Live Beta 2022.2.2p2 is now on build 1217, and has been updated on Steam and Meta platforms.

By the way, the Dev Update will still come out today. This beta took up some time. Keep an eye out for an announcement in a bit-- probably won't ping at-here this time just for our Discord mods' sanity.

Here's the notes:

# Client

## Changes since last Beta build
- Change auto-disable cloning to be off by default
- Adjusted the auto-disable cloning to disable the normal option in settings on each world change
- Changed name in UI of the "Portal Prompt" feature
- Adjustments and fixes to main menu movement

## Fixed since last Beta build
- Fixed an issue where the loading screen would be offset incorrectly
- Fixed issues where the Main Menu movement handle would be enabled even though the main menu wasn't shown

## Known Issues 
- Being redirected to your home world due to dropping internet connection (or device sleep) sticks text on your screen that doesn't go away until app restart
weak raft
#

<@&503009384968749076> Hi guys, as promised: Another Live Beta for you! 2022.2.2p3 (build 1220) is now on our Beta branches.

Hey Quest testers-- YEAH, you, you beautiful and ridiculously rare person, you. Please see this post to learn how to enable our new AppLab Quest Beta. Also, thanks for helping test out! There's literally dozens of you. <#open-beta-announcements message>

Most features implemented in this patch are accessed through the Quick Menu's "Gear" tab (on the far right) unless otherwise noted.

These notes are a rough draft and are not complete.

Please check our recent developer updates for more detailed info on these features-- I'd look at the August 4th and 5th (once its up) updates first! https://ask.vrchat.com/c/official/community-updates/32

#
## Fixes, Changes, and Improvements
- Earmuff Mode!
  - This feature turns voice down of people that are a configured distance from you, "muffling" them
  - Find it in the Audio tab of the QM, below the microphone settings
  - A UI appears when you adjust these settings to visualize the distances
  - You can configure three values:
    - Distance - Anyone outside this distance has their volume turned down
    - Outside Volume - Anyone outside your Distance has their volume turned down to this value
    - Falloff - As people get farther from you, if they're in the falloff range (distance+falloff), their volume is turned down proportionally from 100% (inside the red circle) to the Outside Volume value (outside the gray falloff circle)
  - A banner appears above your Quick Menu when this feature is active to remind you
  - Try out different settings-- we like setting Outside Volume to something between 20 and 50% for crowded worlds, then adjusting the Distance and Falloff as you see fit
  - **World Authors:** This volume adjustment applies "on top of" Udon adjustments to voice. In other words, volume is first adjusted by Udon functions, then Earmuffs (if active), then user volume, then it is output to speakers.
- Avatar Distance Hider!
  - In the QM, Gear Menu, under Performance at the bottom
  - The top slider hides avatars beyond a certain distance from you, replacing them with a ghostly placeholder
  - Bottom slider does the same thing, but by count instead of distance, so you can say "only show me the closest 5 avatars" or etc
  - You can toggle on "Always Show Friend Avatars" as well as "Always Override with 'Show Avatar'". Friends is self-explanatory, but "Show Avatar" refers to the explicit "Show Avatar" button you see when you click on people
  - **This is v1 and may have some issues**, especially with avatars that use Write Defaults, or have "intermediary" steps in their animators that may not be reachable given certain configurations. See known issues
- Microphone sensitivity and denoiser!
  - You can adjust how sensitive your microphone is!
  - You can also turn on a denoiser to remove background noise (tech detail: it's a Rust implementation of `rnnoise`)
- Copy and Paste Buttons on Keyboard!
  - They're there! Woah.
  - Right side is paste, left is copy
  - Also the keyboard appears when you click in text input fields (most of the time, I think it relies on VRCInput, sorry I'm writin' these up kinda fast)
- Camera Near Clip Override!
  - Adjust camera near clip!! Bottom of the QM Gear tab
  - X is off, uses world settings
  - Dynamic (second option) tries to shorten it as much as possible (minimum of 0.001m) without breaking worlds. Resets at the end of each session
  - Forced ignores the danger of breaking worlds and shortens it to 1mm no matter what. Resets on world change, has a warning
- Iteration on the Personal Mirror
  - New "Grab" mode, works a bit like VR overlay software. Works in desktop too, use your mousewheel for moving and scaling
  - Added radial control for opacity
  - Added face mirror
- Fixed an annoying bug with text input where you select all the text every time you type
#
## Known Issues
- Earmuffs: 
  - always show earmuff mode visual aid sometimes shows the visual aid visible off in the distance
  - Changing outside volume does not engage earmuff mode. Changing the other two sliders DOES engage the mode
- Personal Mirror: With grabbable enabled, if you input grab while not pointing at the mirror, then rotate to be pointing at the mirror, the mirror is picked up and dragged with the hand. This should instead only check for when the button is pressed, which would in this case require you to release the grip and the press it again when directed at the mirror in order to pick it up
-  In well lit worlds the avatar distance hide proxy avatar is transparent to the point of almost being invisible (see: Black Cat). Works well in unlit or dimly lit words
- Avatar Distance Hider turns off animators, which may cause some issues as discussed in our developer updates. We're researching solutions, but wanted to let people try this feature out
- Adjusting Near Clip can mess with your menu, causes a jittering mouse effect in certain worlds.
- Build and Test is broken but this affects p2 as well, so eh
- When using keyboard, buttons remain grey as if still selected
- With earmuffs on and avatar hiding, sometimes the nameplate says "unknown" in the nameplate
weak raft
#

<@&503009384968749076> HEWWO! I bring you yet another Live Beta update to mess around with over the weekend. 2022.2.2p3 has been updated to build 1222.

This is live compatible, just like last time.

Hey Quest testers-- please read this message to learn our new AppLabs process! <#open-beta-announcements message>

Most features implemented in this patch are accessed through the Quick Menu's "Gear" tab (on the far right) unless otherwise noted.

New SDKs:
Worlds - https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2022.08.12.22.39_Public.unitypackage
Avatars - https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.08.12.22.39_Public.unitypackage

Please check our recent developer updates for more detailed info on these features-- I'd look at the August 11th and 12th (once its up) updates first! https://ask.vrchat.com/c/official/community-updates/32

The notes below are really rough and are incomplete-- sorry, we're moving fast and this branch was in QA for quite some time.

# Client

## New Features
-  **Text Chatbox!** A text chatbox that appears over your head, where you can type messages at each other
  - Access it via your Action Menu, under Options
  - You can send chat via the keyboard, or clear the chatbox
  - You will see chat boxes over other people's heads with text they're sending
  - You can change the Text Chatbox settings in the Quick Menu
    - By default, you will only see chatboxes from your friends. You can turn it on for everyone, or only show your own
    - You can change the display duration from 2 seconds up to 60 seconds
    - You can adjust the size from 50% to 150%
    - You can adjust opacity from 25% to 100%
  - There are two OSC endpoints to send chat via the chat textbox:
    - `/chatbox/input s b` Input text into the chatbox. If `b` is True, send the text in `s` immediately, bypassing the keyboard. If `b` is False, open the keyboard and populate it with the provided text.
    - `/chatbox/typing b` Toggle the typing indicator on or off.
    - Right now the chatbox's OSC `input` endpoint only supports ASCII characters. It will support UTF-8 later. **The chatbox itself supports UTF** right now.
- **Desktop Camera!** You can spawn the VRChat camera in Desktop mode from the camera tab
  - You can detatch the lens and fly it around! Oh wait this is drone mode, isn't it
  - The "drone" has a distance limit it can't exceed of 15m
  - It can noclip through walls but it will have collision later
  - We're also going to add drone functionality to VR later
- **Slider snapping** allows you to to make sliders in the VRChat UI "snap" to whole values, making it easier to hit 100% on the volume slider
- **More favorites!** 
  - Friends: 3 lists * 150 favorites = 450 favorites (2.3x increase)
  - Worlds: 4 lists * 100 favorites = 400 favorites (1.56x increase)
  - Avatars: 
    - Without VRC+: 1 list * 50 favorites = 50 favorites (2x increase)
    - With VRC+: Avatars: 6 lists * 50 favorites = 300 favorites (3x increase)
- **Hide Avatar Globally!**
  - Click on someone using an avatar you don't like and click "Hide Avatar Globally"
  - Now, that avatar will never be shown, no matter who's wearing it
  - The only way to override this is to use "Show Avatar" on that person
- Added in an optional confirmation for the Calibrate button so you don't accidentally hit it
- Added a resolution selector to the camera
- When pictures are taken with the camera held in portrait orientation, they're saved in portrait orientation
- Added percentage readouts to the quick menu audio volume sliders
#
## New Changes
- Improved Personal Mirror resizing behavior
- Earmuffs now optionally also affect avatar audio
- Adjusted Quick Menu informational headers (Streamer mode, earmuffs, etc)
- Adjusted VRCat graphic when in Earmuffs mode
- Safety and security improvements

## Changes since last Open Beta
- Adjusted Gesture icons so they're usable in Desktop mode, visible in bright worlds, and so they fade away after inactivity
- Personal mirror now handles clear flags a lot more nicely and doesn't mangle world mirrors

## Fixes since last Open Beta
- Fixed: the action menu wouldn't open until you open the QM first after a world change
- Fixed: the wrong value is used for nearclip when a reference camera isn’t defined
- Fixed: you're only able to grab the MM with the most recent hand that has pulled the trigger 

## Known Issues
- There's an very rare edge case issue, probably server-side, that may result in users getting logged out randomly while using this beta. We think this isn't a common issue at all but wanted to note it just in case
- Camera smart rotation works great... as long as you're not pressing the button to flip the camera. If you rotate the camera manually, it'll put the picture upright. If you press the button to make the camera face you, the picture will be upside down
- We've observed some odd behavior related to rejoining instances that you've already been in
- Volume slider in QM doesn't go to 125% like the Main Menu does

# SDK

## Features, Changes, Fixes, and Improvements
- Fixed: user-supplied masks on the FX layer were ignored, and prevented Gesture transform animations from working. Docs updated: https://docs.vrchat.com/docs/playable-layers#fx
- All input fields will pop up the keyboard, and we've added a component that'll disable that feature if you don't want it on a field
- Added in the ability to customize mirror skyboxes and clear flags
- Added several new Udon nodes related to graphics and shader manipulation:
  - `VRCGraphics.DrawMeshInstanced`
  - `VRCShader.SetGlobalFloat`
  - `VRCShader.SetGlobalFloatArray`
  - `VRCShader.SetGlobalVector`
  - `VRCShader.SetGlobalVectorArray`
  - `VRCShader.SetGlobalMatrix`
  - `VRCShader.SetGlobalMatrixArray`
  - `VRCShader.SetGlobalInteger`
  - `VRCShader.SetGlobalTexture`
  - `VRCShader.SetGlobalColor`
- You can now set gravity in a world to 0 or negative values

## Known Issues
- Despite the addition of the ability to mark an input field to not pop up the VRChat keyboard when interacted with, it... doesn't work yet.
- You can only set global shader properties once
weak raft
weak raft
#

Important notice: There are a very small number of older instances (at the time I send this, about 0.2% of all active instances) that are on older server-side software that will kick in security measures if you use the text chatbox.

We're in the process of slowly closing these instances (in a nice way), but please avoid using the chat textbox feature until about 24 hours have passed, and/or you can verify that the instance has been newly created.

We have a log of user IDs affected by this issue. (so, don't try to lie stare ) If you have been affected, please contact our Trust and Safety team and they can get you sorted out.

<@&503009384968749076>

weak raft
#

<@&503009384968749076> Behold! MORE CORN! No, wait, hold on a sec... I bring you yet another Live Beta update! This is VRChat 2022.2.2p3, build 1225.

This one's almost but not quite a release candidate, because it has some known issues. Once those are addressed next week, we'll be pushing for Live.

If you have feedback or find any bugs, make sure you post to our Feedback boards: https://feedback.vrchat.com/open-beta, now featuring a Build Number field as well as categories! Choose the right category for your Feature Request, or choose "Bug Report" for bugs you find.

⚠️ IMPORTANT, PLEASE READ: ⚠️ If you go to a SDK2 world with static portals that enable/disable the portal marker, you will encounter extreme lag that will eventually crash VRChat! This is pretty dang rare nowadays, aside from the VRChat Hub. (... wait, the Hub is SDK2?!) We were only able to find a handful of worlds this affects (the VRChat Hub, Murder 2, and "Whale house old") but more probably exist. Don't go to those worlds if you're using this beta!! You have been warned!

This Live Beta update is available on Steam and Rift (Oculus PC).

Quest Testers: Unfortunately, due to an issue with the Quest build, this Beta is only updated on Steam. You'll still be on the previous Live Beta 1222.

Most features implemented in this patch are accessed through the Quick Menu's "Gear" tab (on the far right) unless otherwise noted.

Please check our recent developer updates for more detailed info on these features! https://ask.vrchat.com/c/official/community-updates/32 We've got a new one coming out in a little bit.

#
# Client

## Changes since build 1222
- Lots of fixes to Chatboxes
  - OSC input character limit enforced properly
  - Enabled slider snapping for Chatbox settings (if you have snapping enabled)
  - Fixed a few bugs related to the typing indicator showing up when it shouldn't
  - The typing indicator now auto-hides after 5 seconds of inactive input
  - The typing indicator is no longer shown at all when the player's chatbox is set to be hidden via muting
  - Typing indicator now uses the same opacity and size settings as the chatbox
  - Changed the chatbox show/hide distance check to match the player voice distance
  - Fixed an issue where backspacing over an emoji would cause a crash
  - We've been working hard on potential upcoming changes to the Chatbox, please check out the next Dev Update for more info
- Hide Avatar by Distance now hides avatars by hiding their renderers, leaving their animators running
  - This incurs a performance cost, but no longer breaks Animators that employ Write Defaults or other non-deterministic design or behaviors
  - Check out the Dev Updates for more info on this one
- The noise gate can now be fully disabled by bringing the setting to 0%
  - For normal usage we don't recommend doing this, but if you're playing an instrument over your mic this should prevent the noise gate from cutting you off in odd ways
- Adjusted mic volume indicator visual
- Adjusted noise gate handling to ensure user voice isn't cut off unnecessarily
- Replaced emoji set for Noto Sans font with a more complete, consistent set
  - This also means we support more emojis
- Fixed: avatar hide by distance shows blocked users
- Fixed: avatar hider resets PhysBone poses
- Fixed: Region indicator on portals overdraws on things
- Fixed: tutorial world portals were broken

## Known Issue
- Chatbox show/hide distance check does not take into account Udon-driven changes to player volume
- **(Release Blocker)** Quest client cannot switch worlds 
- **(Release Blocker)** Static portals in SDK2 worlds that enable/disable the portal marker component will have extreme lag that will eventually crash VRChat 

# Udon

## Changes since build 1222
- `VRCShader` functions now accept the string `_AudioTexture` in addition to any string with the `_Udon` prefix to accomodate for the existing widespread community-created AudioLink system (https://github.com/llealloo/vrc-udon-audio-link)
- Fixed an issue where `VRCShader` didn't allow setting globals more than once
weak raft
#

<@&503009384968749076> A new week, a new Live Beta update! This is VRChat 2022.2.2p3, build 1226.

If you have feedback or find any bugs, make sure you post to our Feedback boards: https://feedback.vrchat.com/open-beta, now featuring a Build Number field as well as categories! Choose the right category for your Feature Request, or choose "Bug Report" for bugs you find.

This Live Beta update is available on Steam and Rift (Oculus PC).

Quest Testers: Unfortunately, due to another issue with the Quest build (on top of the one from last time, dang it), this Beta is only updated on Steam. You'll still be on the previous Live Beta 1222.

Most features implemented in this patch are accessed through the Quick Menu's "Gear" tab (on the far right) unless otherwise noted.

# Client

## Changes since build 1225
- Fixed: Rarely, users load into their Home instead of their travel target
- Fixed: Portals in some SDK2 worlds spawn copies of themselves infinitely
- Fixed: Rarely, some users would see a Friend Request rate limiting error despite not having sent any friend requests
- Improved visibility of Hide Avatar by Distance proxy avatar

## Known Issues
- Hide Avatar by Distance proxy avatar may have lighting issues depending on how world lighting is set up, is being investigated
weak raft
#

<@&503009384968749076> Yet another Live Beta update! This is VRChat 2022.2.2p3, build 1228.

If you have feedback or find any bugs, make sure you post to our Feedback boards: https://feedback.vrchat.com/open-beta, now featuring a Build Number field as well as categories! Choose the right category for your Feature Request, or choose "Bug Report" for bugs you find.

This Live Beta update is available on Steam, Rift, and Quest. Woo yay we got a good Quest build!!

# Client

## Changes since build 1226
- Added the Lock button back to Quest camera (this might've only been a bug between internal betas, idk)
- Lighting issues on Hide Avatars by Distance proxy should be less prominent
- Fixed several bugs that prevented previous betas from working on Quest
- A few intra-internal build fixes

## New Fixes
- Fixed an issue which prevented VRChat from uninstalling completely

## Known Issue
- **(RELEASE BLOCKER)** Login captcha is broken. If you get a captcha during login, you'll need to revert to the Live version, complete the captcha, and then swap back to the Beta
- On Steam VR input cursor is sometimes all the way to the right on the keyboard
- In Here tab, when you click Add to Playlist, all of the playlists show as 0/100
- VRC InputField Keyboard Override only works on regular inputfields, does not allow you to disable the keyboard on VRCURLInputFields
weak raft
#

<@&503009384968749076> Live Beta update! This is VRChat 2022.2.2p3, build 1229.

This build is a Release Candidate! That means that if nothing goes wrong, this will be going to Live.

If you have feedback or find any bugs, make sure you post to our Feedback boards: https://feedback.vrchat.com/open-beta Choose the right category for your Feature Request, or choose "Bug Report" for bugs you find.

This Live Beta update is available on Steam, Rift, and Quest.

# Client

## Changes since build 1228
- Fixed: Captcha popups don't work
- Fixed: World favorites weren't displaying properly in the Quick Menu
- Fixed: VRCURLInputField does not work with VRCInputFieldKeyboardOverride

weak raft
#

<@&503009384968749076> We've just updated the Open Beta branches on all platforms. We're now on VRChat 2022.3.1 (build 1236). Introducing the VRChat Main Menu 2.0 update!

In this Live Beta, we're introducing the long-awaited Main Menu 2.0 - which isn't just an aesthetic upgrade, it's a functional one! The new Main Menu is more organized, includes more customization options, gives users more information, and allows us to add more features to VRChat in the future.

Check out the blog post for more info: https://hello.vrchat.com/blog/main-menu-open-beta

Of course, you could just watch this video:

https://www.youtube.com/watch?v=C2iircpWUWU

This Open Beta is live compatible! That means you can test out the new Main Menu while hanging out with your friends, even if they’re not in the beta.

Please post your feedback and any bugs you find on our Open Beta Feedback board: https://feedback.vrchat.com/open-beta. Please ensure you use the "NEW Main Menu" categories!!

There's a lot of patch notes! Go check them out: https://docs.vrchat.com/v2022.3.1/docs/latest-release

The Main Menu is getting a new look – and you can preview it now in the Open Beta!

The new Main Menu isn’t just an aesthetic upgrade – it’s a functional one! The new Main Menu is more organized, offers more customization options, gives users more information, and allows us to add more features to VRChat in the future (things like customizable...

▶ Play video
weak raft
#

<@&503009384968749076> We've just updated the Open Beta branches on all platforms. We're now build 1237 for VRChat 2022.3.1.

This Open Beta is live compatible! That means you can test out the new Main Menu while hanging out with your friends, even if they’re not in the beta.

Please post your feedback and any bugs you find on our Open Beta Feedback board: https://feedback.vrchat.com/open-beta. Please ensure you use the "NEW Main Menu" categories!!

If you do not post your bug report or your feedback to the link above, your bug report or feedback will not be seen or read.

# Client

## Changes, Fixes, Improvements since build `1232`
- Fixed the main menu breaking after moving it when using Vive wands
- Fixed avatar preview scaling issues when quickly opening and closing menu
- Fixed an issue with favoriting users after un-friending and re-friending them
- Changed display of instances in Social Tab when in Friend Location view so the instance type is now shown
- Fixed an issue with doubled sound effects on "Online Friends" button
- Fixed an issue with the portal prompt HUD not appearing correctly
- Unmute sound is now _slightly_ more audible
- More minor visual tweaks and fixes

## New Features
- **Added Portal Placement!**
  - In the Quick Menu's "gear" tab, find an option to enable Portal Placement
  - With this enabled, when you go to drop a portal, you'll be able to do so with by pointing your controller!
  - Move your controller around and point where you want to place the portal! If its an invalid position, the marker will turn red and a tooltip will appear on your screen telling you why you can't place the portal there
  - You can MOVE while looking for a place to put your portal!
  - Once you find a good spot, pull your trigger and the portal will spawn
  - It also works on Desktop!!
  - its REALLY GOOD please go try it! We like it so much we made it the new default.

## New Changes or Improvements
- Nameplates and the Chatbox now appear the "right way" in mirrors-- i.e., they're no longer mirrored
- Fixes and adjustments to text rendering throughout VRChat, such as blurry text on Action Menu when using small avatars
- Fixed QM incorrectly opening when logging out in VR
weak raft
#

<@&503009384968749076> We've just updated the Open Beta branches on all platforms. We're now build 1238 for VRChat 2022.3.1.

Please see #open-beta-info to learn how to enable the Live Beta on your device.

This Beta is Live Compatible, which means you can test it out while hanging out with your friends on the main-line VRChat version!

Please post your feedback and any bugs you find on our Open Beta Feedback board: https://feedback.vrchat.com/open-beta. Please ensure you use the "NEW Main Menu" categories!!

If you want us VRChat devs to see your feedback or your bug report, post it to the Feedback board!! siren We do not monitor the #open-beta-discussion channel for bug reports. siren

Have a wonderful weekend!

# Client

## Changes, Fixes, Improvements since build `1237`
- Fixed button on the Controls page that's meant to open your logs folder
- Fixed an issue where the Allow Cloning toggle wasn't being respected in some of the new UI
- Fixed the initial display of color correction slider percentages
- Updated the Worlds banner to not have a hover effect
- Disabled the "Current Instance" button on the World tab and adjusted UI elements to get more categories above the fold
  - The "Current Instance" page can still be accessed via the Profile menu, Profile wing, or Here QM menu
- Fixed an issue on Quest where performance blocking was not working as designed
weak raft
#

<@&503009384968749076> Hey all! We've got updates to the Live Beta to test out! This is VRChat 2022.3.1, build 1240.

This Beta is Live Compatible, which means you can test it out while hanging out with friends on the main-line VRChat version.

If you have feedback or find any bugs, make sure you post to our Feedback boards: https://feedback.vrchat.com/open-beta. Please ensure that you're using the "NEW Main Menu" category or the "Bug Report" category as necessary.

If you want us to make sure we're catching your feedback or a bug report, please submit it to the feedback board! We do not monitor the #open-beta-discussion channel for bug reports.

# Client

## Changes since build 1238
- Fixed an issue where the User Details menu would show the wrong trust rank for other users
- Fixed some issues with the Quick Menu to stop it unintentionally scrolling
- Added back the "Current World" button on the MM World's Page
- Gesture toggle reverted from a notification back into an icon
- Improved the instance owner display-- in public worlds, it now properly shows the world author as the instance owner
- Fixed an issue where Texture Memory would not appear in QM Avatar Details
- Improvements to fix an issue where multiple menu pages / tabs overlap each other at the same time
  - We're still testing to see if these fixes have resolved the issue, let us know if you still notice it happening!
- Social menu Friend Locations: Update location header text to show instance type instead of number of people in instance
- Updated some backgrounds with higher resolution versions
- Updated the placeholder text on the Search Bar to be centered
- Updated the name of the noise gate slider for clarity
- Fixed an issue with the Status button not collapsing correctly
- VRAM and disk space usage optimizations related to new main menu textures
- Fixed an issue where click SFX would play before the click was registered in the new Main Menu
- Adjustments to the left sidebar to reduce the size of the Header Icon
- Fixed an issue preventing some characters from not displaying properly in new UI, nameplates, etc
- Fixed an issue where too few search results were being shown
- Fixed a few display issues with the avatar preview

## New Changes, Features, and Fixes
- Moved the Quick Menu's Microphone settings and behavior improvements to the main menu
  - Added an option to enable PTT "Push to Talk" in VR! Enable it via the Settings menu
  - Added a three-way toggle to adjust the mic's setting when joining a new world
- Safety & Security Improvements
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#

<@&503009384968749076> Hey all! We've got updates to the Live Beta to test out! This is VRChat 2022.3.1, build 1241.

This Beta is Live Compatible, which means you can test it out while hanging out with friends on the main-line VRChat version.

If you have feedback or find any bugs, make sure you post to our Feedback boards: https://feedback.vrchat.com/open-beta. Please ensure that you're using the "NEW Main Menu" category or the "Bug Report" category as necessary.

If you want us to make sure we're catching your feedback or a bug report, please submit it to the feedback board! We do not monitor the #open-beta-discussion channel for bug reports.

# Client

## Changes, Fixes, and Improvements since build 1240
- Added different tracker models for Full Body Tracking
  - You can toggle between 4 different values in the Quick Menu's Gear tab
  - "Sphere" - Default, same as Live. Uses the good 'ol Unity Sphere
  - "System" - Uses SteamVR's "Render-Model" for your device. This _usually_ looks like the physical tracker!
  - "Box" - A rounded cube with colored sides to indicate XYZ axis information
  - "Axis" - An indicator with long "spikes" tipped with colors to indicate XYZ axis information
- The search page will now show the total number of results in the header instantly instead of incrementing as the page is scrolled
- Added account merge / upgrade process into the new Main Menu
- Enabled Slider Snapping for the Main Menu
- Improved error messages when joining an instance fails instead of just telling you that you aren't allowed to join
- Improved the Quick Menu tab tooltips
- Fixed a bug where worlds using Audio filters would have broken voices 
- Fixed an issue where declining friend requests didn't remove them properly
- Fixed the "Go Home" button that appears during loading
- Fixed search in Main Menu returning too few results
- Fixed menu background glow moving around when pointing at world UI
- Fixed VRCat floating in a rather intimidating fashion when quickly swapping hands on the Quick Menu
- Fixed article links visually breaking in the Help section

## Known Issues
- Sliders still go rogue and adjust unexpectedly sometimes
- Logs are a _little_ spammy
- Article view: 
  - Links in VR are not working for inline text, only the buttons at the bottom of the article
  - Link in "Send join request" is not working on desktop
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#

<@&503009384968749076> Hey all! Even more updates to the Live Beta to test out! This is VRChat 2022.3.1, build 1243.

This Beta is Live Compatible, which means you can test it out while hanging out with friends on the main-line VRChat version.

A lot of option, button, toggle, and setting locations changed in this build! Sorry about your muscle memory but we really had to clean up that dang Gear tab.

If you have feedback or find any bugs, make sure you post to our Feedback boards: https://feedback.vrchat.com/open-beta. Please ensure that you're using the "NEW Main Menu" category or the "Bug Report" category as necessary.

If you want us to make sure we're catching your feedback or a bug report, please submit it to the feedback board! We do not monitor the #open-beta-discussion channel for bug reports.

#
# Client

## Since build 1241

### Improvements
- The Color Filter rainbow is more consistently visible when you want it and not visible when you don't want it, in various different situations
- Mirror Resolution no longer changes unlimited back to full between sessions

### Changes
- Open Logs Folder button was removed from all settings pages, and is now a different button in Main Menu/Settings/Debug
- VRChat's Color Filter is not supported on Quest, users should utilize the built-in Meta Quest visual adjustment settings instead
  - Access the Meta Quest's color correction by going to Settings in the Meta Quest system menu, selecting Accessibility, and turning on Color Correction. You can set filters and adjust filter intensity to customize how colors are shown

### Fixes
- Fixed logging spam
- Fixed avatars showing up at world origin when previewing in menu
- Fixed an issue causing "Join Me" or "blue" status to not auto-accept invites
- Sort order and category choices in wings is now saved properly
- Fixed issues causing random slider changes, let us know if you encounter this again!

## New in build 1242

### Improvements
- Fixed many issues with avatar haptics, improved stability, and improved avatar hand rig compatibility
  - Avatar Haptics is not supported on standalone Quest because it causes significant performance issues related to the render pipeline and how the Quest GPU operates, we are re-assessing how we might best enable this feature on Quest standalone
- Added in many log entries for when settings change to help out with Support issues

### Changes
- A WHOLE BUNCH of options, buttons, settings, and toggles have been either moved or duplicated into the Main Menu from the Quick Menu!
- MOVED:
  - Fallback Icon: removed from Quick Menu settings, now in Main Menu/Settings/User Interface/Nameplates
  - Tooltips: removed from Quick Menu settings, now in Main Menu/Settings/User Interface/General
  - UI Haptics: removed from Quick Menu settings, now in Main Menu/Settings/User Interface/General Settings and also Menu/Settings/Accessibility/Haptics
  - Avatar Touch Haptics: removed from Quick Menu settings, now in Main Menu/Settings/Accessibility/Haptics
  - Slider Snapping: removed from Quick Menu settings, now in Main Menu/Settings/User Interface/General
  - Gesture Icons: removed from Quick Menu settings, now in Main Menu/Settings/User Interface/HUD
  - Home Instance Type: removed from Quick Menu settings, now in Main Menu/Settings/Comfort & Safety/Safety
  - Auto Disable Cloning: removed from Quick Menu settings, now in Main Menu/Settings/Comfort & Safety/Safety
  - Portal Prompt: removed from Quick Menu settings, now in Main Menu/Settings/Comfort & Safety/Safety
  - Portal Mode: removed from Quick Menu settings, now in Main Menu/Settings/Comfort & Safety/Safety
  - Clipping plane distance: removed from Quick Menu settings, now in Main Menu/Settings/Performance/Advanced Graphics Settings
  - Particle Limiter: removed from Quick Menu settings, now in Main Menu/Settings/Performance/Advanced Graphics Settings
  - Mirror Resolution: removed from Quick Menu settings, now in Main Menu/Settings/Performance/Advanced Graphics Settings
  - Clear Local Profile Data: removed from Main Menu/Settings/Performance, now in Main Menu/Settings/Debug
- DUPLICATED:
  - Responsive Menu: Still exists in Quick menu, additionally added to Main Menu/Settings/User Interface/General and Menu/Settings/Accessibility/Comfort
  - Chatbox settings: Still exists in Quick menu, additionally added to Main Menu/Settings/Accessibility
  - Display & Visual Adjustments: Still exists in Quick menu, additionally added to Main Menu/Settings/Accessibility

weak raft
#

<@&503009384968749076> Hey all! Even more updates to the Live Beta to test out! This is VRChat 2022.3.1, build 1244. Please test it out while you're hanging out this weekend!

This Beta is Live Compatible, which means you can test it out while hanging out with friends on the main-line VRChat version.

If you have feedback or find any bugs, make sure you post to our Feedback boards: https://feedback.vrchat.com/open-beta. Please ensure that you're using the "NEW Main Menu" category or the "Bug Report" category as necessary.

If you want us to make sure we're catching your feedback or a bug report, please submit it to the feedback board! We do not monitor the #open-beta-discussion channel for bug reports.

# Client

## Since 1243

### UI Polish
- Updated radio button background color to match checkbox background color
- Avatar details updated so description no longer overflows
- Improved scrollbar page loading behavior
- Made both Avatars/Worlds page sort options (all sorting options) match the same sorting options we have in the wings
- Reduced transparency of collapse / expand button background
- MSAA option named properly, tooltips fixed, cache text fixed
- Help article embedded links now clickable in VR
- Added hyphen to AA tooltip. Fixed MSAA label overflow
- QM Audio menu: Updated button styling to be more consistent
- Expand sortby field dropdown height to fit number of selections
- Removed a recent change that reduced menu performance
- Fixed article view footer breaking
- Fix QM confirm list dialog not always displaying all items initially 
- Updated the appearance of icons in the QM audio section so it is easier to tell that you can click them
- MM Audio menu: Updated size of mic buttons
- Fixed avatar details displaying the previous author
- Enabled rejoining from world detail page, updated tooltip to match
- Set "Wear Avatar" button visual style based on if available for current platform
- Fix incorrect number of maximum favorite friends in the "Add to Favorites" button in Quick Menu

### Changes and Improvements
- Greatly improved performance when avatars are hidden by removing unnecessary IK tweening
- Performance improved while using personal mirror and face mirror
- Changed "Clear All" to "Decline All" in friend request notification UI for clarity

### Fixes
- Fixed Tracker RenderModel textures Failing to Show
- Fixed a number of causes for unnecessary log spam
#
## New for 1244

### Features
- **Added a new "Measure Height" button** to the User Real Height setting that will use your headset's current distance from the playspace floor to measure your height
    - When you use this, it is very important to stand up straight as well as to have an accurate room setup floor height when using this feature! It's available in the QM Gear tab as well as the Main Menu's new section
- A new section has been added to the Main Menu Settings tab called "Tracking and IK". It includes:
    - User Real Height adjustment, including the new "measure" button
    - **Metric Units Adjustment** - the User Real Height arrow buttons will increment in centimeters instead of inches.
    - **Legacy Calibration** - swaps to the older method of locking your avatar in place during calibration
    - **Disable Shoulder Tracking** - prevents arm (elbow) trackers from affecting the shoulders
    - **Freeze Tracking on Disconnect** - when a tracker disconnects it continues to lock the tracked body to its final location relative to the player, rather than transitioning that part to untracked behavior. We've made new efforts to ensure that even if you activate this option after the tracker has disconnected it will still remember and use the proper final location of the tracker
    - **IK Debug Logging** - adds extra log output related to IK features.
    - Note: the command line arguments associated with the above features are being removed! To use the features going forward you must activate them in the menu
- **Added more double-click functions to the Quick Menu tabs!**
    - If you didn't know, double-clicking the tabs has different functionality, letting you quickly access the most common functions of Quick Menu tabs. For example, **double-clicking the Camera tab summons the Camera** and **double-clicking the audio tab toggles Earmuffs on and off.** These have been in for a while!
    - We added some more:
      - **Double-click Launchpad QM (Quick Menu) tab -> Opens MM (Main Menu) Launchpad tab**
      - **Double-click Notifications QM tab -> Opens MM Notifications tab**
      - **Double-click Here QM tab  -> Opens MM Instance Details page** 
      - **Double-click Settings QM tab  -> Opens MM Settings tab**

### Changes and Improvements
- **⚠️ Clicking Show Avatar or Hide Avatar on a user is now stored locally instead of on the server. ⚠️** These are known as "player moderations".
    - This has a few consequences:
        - **If you clear your local VRChat profile data, it deletes all of your Show and Hide Avatar player moderations.**
        - Show and Hide Avatar player moderations will not sync between devices.
    - On PC, these player moderations are stored with other PlayerPrefs in the registry, under the key `HKCU\Software\VRChat\VRChat\LocalPlayerMods_userId_randomhex`. 
    - See this page for Unity's documentation on PlayerPref storage locations: <https://docs.unity3d.com/2019.4/Documentation/ScriptReference/PlayerPrefs.html> 
    - A patch to Live VRChat will be issued soon to implement this change there as well, probably next week.
    - **This change may be temporary.** Eventually, we want to _try_ to move back to server storage, but depending on scale this may not be feasible.

### Fixes
- Fixed smooth camera trailing behind players when in station
weak raft
#

Hello <@&503009384968749076> testers! New build for you today! This is 1245, now on all platforms for the Live Beta!

This Beta is Live Compatible, which means you can test it out while hanging out with friends on the main-line VRChat version.

If you have feedback or find any bugs, make sure you post to our Feedback boards: https://feedback.vrchat.com/open-beta. Please ensure that you're using the "NEW Main Menu" category or the "Bug Report" category as necessary.

If you want us to make sure we're catching your feedback or a bug report, please submit it to the feedback board! We do not monitor the #open-beta-discussion channel for bug reports.

# Client

## Improvements
- You can now swap between world and user search with a toggle on the search keyboard
- In the Main Menu, double-clicking "Social", "Worlds", or "Search" tabs will quickly open the search keyboard
- Camera drone now works with controllers and on Steam Deck
- Menu backgrounds are now displayed in a grid with preview thumbnails

## Fixes
- Fix legacy calibration breaking on avatar reset, which was causing lots of people to get stuck
- Unfriending and friending users will no longer break favorites, round 2
- Menu doesn't scramble itself like morning eggs anymore when you click around too fast, round 2
- Logging in on Quest while wearing a PC-only avatar no longer breaks
- Fix "config file" camera resolution having width and height switched
- Fixed "Force Mic Off" instance moderation action behaving incorrectly
- "Third person Rotation" checkbox no longer shows above the main menu canvas when scrolled off-screen
- `vrchat://` links without the shortname are working again
  - This fixes the VRCQuickLauncher working with unlocked instance links
- Camera nameplates now show correctly behind and in front of other nameplates

## Changes
- Remove Tracking and IK settings from Comfort and Safety page in MM (they have their own category now)

# SDK

## Features
The following feature already works in the Beta client, and will also work in-editor once we release an SDK update.

- Added 3 shader globals that can be accessed by any avatar or world shader:
    - `float _VRChatCameraMode`:
        - `0` - Rendering normally
        - `1` - Rendering in VR handheld camera
        - `2` - Rendering in Desktop handheld camera
        - `3` - Rendering for a screenshot
    - `float _VRChatMirrorMode`:
        - `0` - Rendering normally, not in a mirror
        - `1` - Rendering in a mirror viewed in VR
        - `2` - Rendering in a mirror viewed in desktop mode
    - `float3 _VRChatMirrorCameraPos` - World space position of mirror camera (eye independent, "centered" in VR)
weak raft
#

Hello <@&503009384968749076> testers! New build for you today! This is 1246, now on all platforms for the Live Beta!

This Beta is Live Compatible, which means you can test it out while hanging out with friends on the main-line VRChat version.

This is not Release Candidate as we still have some fixes on the way in, but siren we're one step away from an RC siren . If you've got a show-stopper bug you've found but not reported yet, please report it.

If you have feedback or find any bugs, make sure you post to our Feedback boards: https://feedback.vrchat.com/open-beta. Please ensure that you're using the "NEW Main Menu" category or the "Bug Report" category as necessary.

If you want us to make sure we're catching your feedback or a bug report, please submit it to the feedback board! We do not monitor the #open-beta-discussion channel for bug reports.

# Client

## Since 1245

### Changes and Improvements
- Reduced the size of some menu buttons to make more room for content
- Added button backgrounds to all icon-only buttons (mostly in the Main Menu settings tab)
- Updated styling of checkboxes and radio buttons to match
- Aligned buttons, checkboxes, and radio buttons better across the Settings menu
- Updated VRC+ menu tab to support new button and banner showing off the menu background feature
- Updated the Main Menu tooltip panel so it doesn't overlap tabs
- Added tooltip to Safety menu button
- Added sections to the world details page to show occupant counts
    - Private shows the number of users in Invite, Invite+, Friends, Friends+ instances of this world
    - Public shows the number of users in Public instances of this world
    - Friends shows how many friends are in instances of this world. This only counts friends if they're in a visible status (Green or Blue status)
- Updated order of Main Menu tabs to match order in the Quick Menu links section
- The Hide Avatar by Distance diamond placeholder now respects layer settings in cameras and mirrors (it's on the Player layer)

### Fixes
- Fixed issues with dropping portals
    - This fixes the locked Friends/Friends+ portals!
- Various fixes and improvements to the avatar preview
- Fixed issue where the selected region wouldn't be saved between instance creations
- Fixed issues with camera rotation on Quest corrupting images
- Fixed issue where camera output images would be upside down unexpectedly

## New in 1246

### Features
- Added "VRCat's Variety Box", which is a new page that you get when you open the Worlds tab!
    - The variety box contains one random world from a set of categories
    - Clicking Shuffle in the top right will get you new worlds
    - You can hover over any world to favorite it or join a public instance of that world
weak raft
#

Hello <@&503009384968749076> testers! New build for you today! This is 1247, now on all platforms for the Live Beta!

This Beta is Live Compatible, which means you can test it out while hanging out with friends on the main-line VRChat version.

THIS IS A RELEASE CANDIDATE! This build (and all of the individual changes made between this build and the last) has passed our internal automated and QA testing. Please hop on and make nothing is on fire! (aka, a "smoke test". See any smoke? Let us know!)

This RC testing phase will only last ABOUT THIRTY MINUTES. After that time, if nothing is wrong, this build will go live.

# Client

## Since 1246

### Changes, Fixes, and Improvements
- Optimize performance when menu is not visible
- Slight adjustments to colors in Main Menu
- Support modern many-core CPUs in "--affinity=" parameter
- Fix keyboard shortcuts (mute, crouch, ...) triggering while typing in keyboard
- Fix moderation messages appearing incorrectly or not at all (warn, kick)
- Variety box now loads random worlds every time it's opened
- Added little alert callouts (the thing that pops up and says "Setting change to enabled" or whatever) to some settings where they were missing
- Fix integer overflow in Avatar VRAM calculation
- Show/Hide user PMods are back to API for now, we'll make them local properly next patch
- Reduce some logging spam with new MM settings and sliders
- "Date Added" sort mode for playlists now works correctly
weak raft
#

Hello everyone! Quick patch to <@&503009384968749076> today. This is VRChat 2022.3.1p2, build 1249.

This is a Live Beta. It works with Live! It'll likely go live tomorrow.

See #open-beta-info to learn how to turn on the Open Beta.

Please post any feedback, bugs, or issues that are new to this build to https://feedback.vrchat.com/open-beta. Do not post bugs that are already present on Live to that board, post them to Bug Reports instead.

We have another patch in the works with some SDK changes, but wanted to get this out so you can test things out.

# Client

## Features
* Main menu and Quick menu can now have separate wings
  * Uncheck "Wing Persistence" in "User Interface" settings to enable

## Improvements
* Re-added mouse sensitivity & invert controls to Input menu
* Various performance improvements
  * Reduced stutter when switching to VRCat's Variety Box tab
  * Removed performance overhead of having "Pin FPS and ping" enabled 

## Fixes
* Fixed camera focus
* Fixed menu breaking if a page is left open for longer than 5 minutes
* Fixed crash with some user-uploaded gallery images
* Fixed an issue where long saved search texts would appear broken
* Fixed camera modes used for VRC+ being selectable even if you didn't have VRC+ (invite image, icon)
* Removed avatar haptic settings on Quest (the feature isn't available on Quest, but the settings were still visible)
weak raft
#

Hello <@&503009384968749076> testers! We've got a new build for you to test out today! It's a doozy, so get ready for... oh jeez, ~15,800 characters worth of patch notes. Gimme a sec to post these.

VRChat 2022.4.1 (build 1255) is now available on all platforms for testing! Please see #open-beta-info for instructions on how to enable the beta.

Due to changes in our networking system, this Beta is NOT compatible with Live. You will not be able to see users on Live when using this Beta.

You may want to use your VRChat status message to indicate you're on Beta so people don't get confused why they join an empty room when they join on you.

New SDKs are available on the VCC. https://vcc.docs.vrchat.com/vpm/packages/#prerelease-packages

Here's how you can opt-in to showing prerelease versions of the SDK in the VCC:

  1. Open your VCC settings.json file. The easiest way is to go to the Settings view of the VCC and press the 'settings.json' button under the "Files and Folders" header.
  2. Close the VCC.
  3. Change the line "showPrereleasePackages": false, to "showPrereleasePackages": true,.
  4. Save the file.
  5. Open the VCC.
  6. You will now be able to see beta versions in the dropdown for each package that has them.

New SDKs also available here as UnityPackages. Please keep in mind that in 2023, SDKs will only be available via the VCC.

SDK3 - Worlds: https://assets.vrchat.com/sdk/VRCSDK3-WORLD-2022.10.27.00.35_Public.unitypackage
SDK3 - Avatars: https://assets.vrchat.com/sdk/VRCSDK3-AVATAR-2022.10.27.00.35_Public.unitypackage

➡️Extremely Important Note for Creators⬅️

⚠️⚠️⚠️If you are still using UnityPackage SDKs, please update to the VCC.⚠️⚠️⚠️ Migrating to using the VCC is quick and easy. https://vcc.docs.vrchat.com/vpm/migrating

As a reminder, starting in January 2023, we will no longer provide UnityPackage versions of our SDK and you must use the VCC.

Importantly, this also applies to older versions of UdonSharp. New upcoming features to Udon and the SDK will break older versions of U# which are deprecated and no longer receive updates. Please migrate to the VCC, which includes an always-up-to-date version of UdonSharp. https://vcc.docs.vrchat.com/vpm/migrating

We're working on a migration guide for older versions of UdonSharp to help cover common issues and how to fix them. You can see that guide here: https://udonsharp.docs.vrchat.com/migration/

#

This release has several big new features that you'll want to know about, so we'll cover those in depth before moving to the patch notes.

Quest Hand Tracking
You can now use the hand and finger tracking system built into the Meta Quest 2 and Quest Pro headsets to track your hands, move your fingers, move around worlds, and use the VRChat menu!

This is a VRChat Labs experimental feature! It is an experimental, under construction, in-progress implementation-- even more than usual! That being said, it works pretty dang well and is a ton of fun!

Notably, this hand tracking system only works on VRChat on Quest 2 or Quest Pro stand-alone, and does not work via Quest Link, Quest Airlink, Virtual Desktop, or other PC-connected solutions for now. This is due to platform and technical restrictions. We're looking into ways to get this same capability on PC VRChat.

Check out this quick video to see how to use it: https://www.youtube.com/watch?v=F0I2Ec4JsrE

To use it, just put down your controllers and put your hands out so the Quest hand tracking system kicks in. Of course, make sure you have the system enabled in the Quest settings.

To move around the world, hold your left hand up, palm facing your face. Touch your middle finger to your thumb in a "pinch" motion, and a small blue sphere will appear. While still pinching, move your fingers away from that sphere, and you'll move in that direction!

To turn left and right, do the same motion with your middle finger to your thumb, but with your right hand. While still pinching, move your fingers left or right. You'll turn!

You can turn with Comfort Turning (snap turning) on or off. If you have Comfort Turning on, you'll need to move your pinched finger "past" the turn point each time you turn. It might be easier to use this locomotion method with Comfort Turning disabled in your settings.

Pull up your VRChat Quick Menu by "pinching" your index finger and your thumb on your left hand. This is a "default" Oculus gesture, you'll see a little menu icon float over your hand and "fill up" as you long-pinch. To interact with the UI, point at it with your hand, and select things by pinching your index and thumb together.

You can mute yourself by holding your thumb and ring finger together for a moment on your left hand.

We've created a tutorial world to try this feature out! https://vrchat.com/home/world/wrld_8bcf07ab-5f8f-40cb-9289-b2eaad15ab98

Show / Hide Avatar Player Moderation Local Storage
Starting with this build, "Show Avatar" and "Hide Avatar" Player Moderations will be stored locally, in a file.

Player Moderations are actions one player has taken on another. In this case, we are specifically only talking about Show Avatar and Hide Avatar actions. This does not apply to "Hide Avatar Globally", "Block", "Mute", or other player moderations.

For simplicity's sake, we can call these "Show / Hide Avatar Settings".

Storing "Show / Hide Avatar" settings locally means a few things:

  • When you click "Show Avatar" or "Hide Avatar" on a user, that setting will be stored locally instead of on the server
  • When logging in for about a week after this release goes Live, the settings will be transmitted from the server and stored locally
    • After this week, this transfer will be disabled and the settings on the server will be deleted
  • If you use another device, that "Show" or "Hide" avatar action will not be transferred to that new device
  • If you completely clear your VRChat data, you will lose those settings
  • On Meta Quest, if you uninstall and reinstall VRChat, you will lose all Show and Hide Avatar settings

On PC, these are stored in %UserProfile%\AppData\LocalLow\VRChat\VRChat\LocalPlayerModerations. You can see the file format on the new "Local VRChat Storage" documentation page, in case you want to mess around with it: https://docs.vrchat.com/v2022.4.1/docs/local-vrchat-storage

In the Open Beta for VRChat Patch 2022.4.1, we've added a new experimental feature -- finger tracking for the Quest 2 and Quest Pro!

This isn't just the ability to use your real hands via the Quest's powerful finger tracking -- it also means you don't have to use your controllers at all in VRChat. You can move around, jump, and use your menu, a...

▶ Play video
#

Networking Updates
We've made a bunch of improvements to VRChat networking, almost entirely around Udon and world creation! Fair warning: technical stuff follows.

Network IDs are now baked into the scene, and can be managed by creators. These Network IDs allow creators to move objects around their scene and across versions without breaking network compatibility. We've included a new Network ID Utility into the SDK that helps you migrate these IDs between projects, in case you're maintaining two projects for the same world. Read the documentation for this tool here: https://docs.vrchat.com/v2022.4.1/docs/network-id-utility

By the way, thanks to Asset Database v2 and iterative SDK improvements, you don't need to maintain separate projects for Quest and PC any more! You can just use the same one, and you don't need to duplicate between the two. Of course, Quest and PC scenes can vary greatly for optimization and other reasons. As such, we strongly recommend using EasyQuestSwitch (https://github.com/JordoVR/EasyQuestSwitch) to make this management even easier.

Object Owners no longer blast serialization data over the network when someone joins, which reduces the load on clients. There's also lots of little edge-cases improved for Object Sync.

Finally, we've greatly improved outbound event scheduling, which should improve IK and Voice transmission even under heavy load.

These changes have undergone heavy closed beta testing. In most cases, there's very little you need to do as a creator for this! Make sure you update your SDK so you can gain the full benefits of these new changes and the new tools available to you.

VRCGraphics Functions
We've exposed a whole new set of Graphics functions to Udon, including (but not limited to) Blit!

Check out the patch notes for more info. We've also written up a docs page just for it: https://docs.vrchat.com/v2022.4.1/docs/vrcgraphics

Here's the full patchnotes! Also viewable here: https://docs.vrchat.com/v2022.4.1/docs/latest-release

Fair warning, there's a LOT!

#
# Client

## Features
- Introduced **Hand and Finger Tracking** on Quest, including locomotion and UI interaction!
    - On the Meta Quest, use hand and finger tracking to move your avatar's hands and fingers!
    - Use a new locomotion method to move around, and interact with your menu!
    - This implementation is IN PROGRESS! It's SUPER experimental, even more than usual! However: **we think it works pretty well and is a ton of fun.** That being said, don't throw away your controllers just yet.
    - See this video for more details and a quick introduction: <https://www.youtube.com/watch?v=F0I2Ec4JsrE>
    - Only works on Quest Standalone for now due to platform and tech restrictions, does not work via Quest Link
- **Added a "Tools" section to Action Menu root page!**
  - This section allows quick access to often-accessed "tools" like the camera, personal mirror, face mirror, and more

    ## Changes
    - **Moved Show and Hide Avatar Player Moderations to local storage**.
        - **This only applies to "Show Avatar" and "Hide Avatar"** actions you take on other users
        - On PC, they're stored as documented here: <https://docs.vrchat.com/v2022.4.1/docs/local-vrchat-storage>
        - On Meta Quest, they're stored in the local storage for the application
        - This has no effect on how these are used, but it does have a few effects
            - When you click "Show Avatar" or "Hide Avatar" on a user, that setting will be stored _locally_ instead of on the server
            - When logging in, you'll save your server-side settings locally
                - A week after this release goes live, this transfer will be turned off and the settings on the server will be deleted
            - If you use another device, that "Show" or "Hide" avatar action will not be transferred to that new device
            - If you completely clear your VRChat data, you will lose those settings
            - On Meta Quest, if you uninstall and reinstall VRChat, you will lose all Show and Hide Avatar settings

## Improvements
- Added "angle snapping" to personal mirror positioning
- Added the ability to move the Main Menu towards and away from you while holding it by pushing/pulling the joystick
- Improved pasting multi-line text into keyboard 
- You can now send UTF-8 text into the Chatbox via OSC
- Added a "Flag Issue" button to the Debug section of the QM, which marks your output log with a timestamp so the Support team can look it up later
- Improve cursor-locking behavior on client launch
- Improve avatar pose behavior when becoming visible
- Allow Udon access to player velocity when not visible
- Improved HUD shaders 
- Optimized UI when opening and closing menus
- Improvements to audio input / output stability
- Safety and security improvements
#
## Networking Improvements
- Improved network behavior when a new user joins the instance
  - Previously, when a lot of people used to join your instance, the Master would get clogged and wouldn't be able to send more data
  - Now, the instance stores the latest data and just relays that to new users that join
- Networking limits are now parametric, which prevents users from getting kicked from sending too much outbound data
  - This greatly reduces the amount of random user disconnects
- When the network is clogged, instead of stopping completely or disconnecting you, the traffic is handled a lot more intelligently
  - This means things with very high priority (such as IK and voice!) will not degrade
- Various SyncPhysics improvements related to coming out of sleep, improving behavior on sudden impulses/changes
    - This should improve some cases where ObjectSync behaved badly, such as objects getting stuck in the air
- Improved and added network-related debug menus
    - Improved the layout of debug menu 4
    - Improved the performance of debug menu 6 when in large worlds with many objects
    - Added debug menu 7, which displays the networking output of synced objects in your world, sorted and filtered to only show the top offenders

## Fixes
- Fix overflowing text on Gift VRC+ modal
- Fix disappearing cells in Launchpad view
- Styling fixes in Audio settings
- Fixed saved searches being overwritten by subsequent searches
- Told VRCat that they were muted this whole time

# SDK

## Features
- The SDK now keeps track of network IDs and bakes them into the VRCWorld, which means that you can safely delete objects and add new objects between world revisions without breaking sync for people that are on different versions
- We've added a new **Network ID Utility** into the SDK that helps you migrate network IDs between projects, in case you're maintaining two projects for the same world 
    - Read the documentation for this tool here: <https://docs.vrchat.com/v2022.4.1/docs/network-id-utility>
#
# Udon

## Features
- New Types:
    - `VRCShader` - Overarching class for global shader setters
    - `VRCGraphics` - Exposes a subset of Unity’s built-in `Graphics` class
- Newly Exposed Functions:
    - `VRCGraphics.Blit()` - Copies source texture into destination render texture with a shader. Note that we do not allow you to supply a null destination
    - `VRCGraphics.DrawMeshInstanced()` - Draw the same mesh multiple times using GPU instancing
    - `VRCShader.PropertyToID()` - Use `PropertyToID` to get an ID based on a shader property name
        - Call this function only once during initialization, the ID can be reused and will not change, even between different materials and shaders
        - Property names must be prefixed with `_Udon`, or be the literal string `_AudioTexture`
    - `VRCShader.SetGlobal*()` - Use the ID acquired with `PropertyToID` as a key and specify a value of the correct type
        - The value will be available in _all_ shaders in the world (including ones on avatars!) under the name passed into `PropertyToID`
        - Available variants:
            - `VRCShader.SetGlobalColor()`
            - `VRCShader.SetGlobalFloat()`
            - `VRCShader.SetGlobalFloatArray()`
            - `VRCShader.SetGlobalInteger()` - still sets value as `float` for now, due to a Unity bug...
            - `VRCShader.SetGlobalMatrix()`
            - `VRCShader.SetGlobalMatrixArray()`
            - `VRCShader.SetGlobalTexture()`
            - `VRCShader.SetGlobalVector()`
            - `VRCShader.SetGlobalVectorArray()`
    - `ControllerColliderHit` and `OnControllerColliderHit`
        - Added an example for these functions under `VRChat SDK>Samples>ControllerColliderPlayerHit`

## Known Issues
- `VRCGraphics.Blit` does not work on Quest

# Documentation
- Added "Network ID Utility" page to document the usage of the new SDK tool to help with syncing network IDs between identical scenes in different projects <https://docs.vrchat.com/v2022.4.1/docs/network-id-utility>
- Added "Local VRChat Storage" page to show the most useful locations to know where VRChat stores things locally, and what they do <https://docs.vrchat.com/v2022.4.1/docs/local-vrchat-storage>
- Added VRCGraphics page to describe the new VRCGraphics Udon functions and types: <https://docs.vrchat.com/v2022.4.1/docs/vrcgraphics>
weak raft
weak raft
#

Hello <@&503009384968749076> testers! We've got a new build for you to test out today!

VRChat 2022.4.1 (build 1257) is now available on all platforms for testing!

oculus Hello, Quest friends trying out the Beta! oculus Welcome!
Please see #1035357660947677204 for instructions on how to enable the beta!
Click on this! ▶️▶️▶️ <#1035357660947677204 message>◀️◀️◀️

This Beta is NOT compatible with Live. You will not be able to see users on Live when using this Beta.

You may want to use your VRChat status message to indicate you're on Beta so people don't get confused why they join an empty room when they join on you.

No new SDKs for this build.

Please post all feedback to our Open Beta feedback boards: https://feedback.vrchat.com/open-beta

...

➡️Extremely Important Note for Creators⬅️

⚠️⚠️⚠️If you are still using UnityPackage SDKs, please update to the VCC.⚠️⚠️⚠️ Migrating to using the VCC is quick and easy. https://vcc.docs.vrchat.com/vpm/migrating

As a reminder, starting in January 2023, we will no longer provide UnityPackage versions of our SDK and you must use the VCC.

Additionally, at that same time, SDK2 will be fully deprecated and will no longer be available for download.

...

Here's the full patch notes! Also viewable here: https://docs.vrchat.com/v2022.4.1/docs/latest-release

# Client

## Features
- Added a Chatbox sound effect when someone sends a chat message!
    - A sound effect plays when a chat bubble is shown
    - There's a few different effects, they're randomly chosen
    - The volume of the sound is based on voice volume setting, as well as the Chatbox notification volume slider
    - This sound can be completely disabled with the toggle in the Chatbox settings
    - The OSC endpoint `/chatbox/input` was updated to include an additional bool parameter for `MessageComplete` which is used to trigger the notification SFX
- Added binding options for pulling up the chatbox!
    - In the VRChat controller configuration, you can set one of your controller buttons to summon the Chatbox keyboard
    - If you're on desktop, you can use the `Y` key to pull up the Chatbox keyboard
        - This keybinding cannot be changed or disabled just yet (but we know people will ask for it! you should post a feedback item for it!)
- Added a new position setting for the Chatbox: "Forward"!
    - "Forward" position has the chatbox floating somewhere between the avatar's feet and the nameplate
    - It can be toggled in the Quick Menu between "Above Head" and "Forward"
    - There's also a height adjustment slider so you can move around where the chatbox appears
- Added a new "Show Own Chatbox" setting, defaulted to on
    - This is useful when using Forward position, because depending on your eye position and where you set the chatbox height, you might block your own vision

## Improvements
- Chatbox width now dynamically adjusts to fit text
- Chatbox should now show correctly and face camera in the mirror for both local and remote users
- Adjusted nameplate and Chatbox pivot locations so it doesn't clip into avatars so often

## Fixes
- Fix for chatbox distance check to match max voice distance per player
- Fixed some spots where we were still using the old keyboard
weak raft
#

Hello <@&503009384968749076> testers! We've got a new build for you to test out today!

VRChat 2022.4.1 (build 1258) is now available on all platforms for testing!

This is a RELEASE CANDIDATE! That means that this is the version we want to set to Live.

If all goes well, we will release this build tomorrow morning, before noon PST. This is not a guaranteed launch time, but our best guess.

Hello, Quest friends trying out the Beta! Welcome! Please see #1035357660947677204 for instructions on how to enable the beta!
Click on this! ----> <#1035357660947677204 message> <-----

This Beta is NOT compatible with Live. You will not be able to see users on Live when using this Beta.

You may want to use your VRChat status message to indicate you're on Beta so people don't get confused why they join an empty room when they join on you.

Please post all feedback to our Open Beta feedback boards: https://feedback.vrchat.com/open-beta

...

➡️Extremely Important Note for Creators⬅️

⚠️⚠️⚠️If you are still using UnityPackage SDKs, please update to the VRChat Creator Companion.⚠️⚠️⚠️

As a reminder, starting in January 2023, we will no longer provide UnityPackage versions of our SDK and you must use the VCC.

If you do not know what the Creator Companion is, please read these two pages:

  1. https://vcc.docs.vrchat.com/
  2. https://vcc.docs.vrchat.com/guides/getting-started

Migrating existing VRChat projects to using the VCC is quick and easy. https://vcc.docs.vrchat.com/guides/getting-started

You will still use Unity to create content and your projects, but installing and updating your SDK will be done via the Creator Companion. Think of it like "Unity Hub", but for VRChat.

Additionally, at that same time, SDK2 will be fully deprecated and will no longer be available for download.

...

Here's the full patch notes! Also viewable here: https://docs.vrchat.com/v2022.4.1/docs/latest-release

# Client

## Fixes
- Fixed items from the social page getting stuck and blocking menu interaction
- Fixed distance hider not updating for some players, leaving them as diamonds
- Fixed some settings loading incorrectly from previous version (menu backgrounds, slider snapping, distance hider)
weak raft
#

Hello <@&503009384968749076> testers! I've got a new build for you to try out! VRChat 2022.4.1p2 (build 1260) is now on all Beta platforms.

See #open-beta-info to learn how to activate the Open Beta for your platform.

This beta is Live Compatible! You can use it while interacting with people on the Live build of VRChat.

This is a patch update, but we want to push it to beta for testing for a bit. We plan on pushing it to release tomorrow morning if nothing's horribly wrong.

No new SDKs for this version.

https://docs.vrchat.com/docs/vrchat-202241p2

You can view the changes below. If it isn't in this changelog, it wasn't changed. That's what a changelog is!!

# Client

## Improvements
- Disable certain keybinds while entering text into a world-placed InputField
- World "Playlists", User "Groups" and Avatar "Favorites" are now all called "Favorite Lists" respectively, to avoid confusion
  - Additionally, you can now rename your avatar favorite lists directly in-game
- Allow gestures on desktop when camera/menu open ("left/right shift + F-keys" as usual)
- **Add wrist and knee angle sliders to IK settings!**
  - These sliders let you offset your wrist and knee angles, allowing for some fine adjustment of how your IK behaves
- Moved calibration range and arm ratio values to IK settings (they were previously launch options)
- Personal mirror can now be toggled in the handheld camera with the "UI" toggle and will no longer show up in world mirrors
- Added more profile link icons to show off your socials

## Fixes
- Fixed action menu resetting to default page when opening quick menu
- Fix remote users sinking into the ground while switching avatars
- Fix inactive menu pages still having interaction
  - Colloquially known as the "I clicked on an avatar in my menu and it brought me to a world" issue
- Fix blocked users sometimes appearing incorrectly (or not at all) in the menu
- Fix "Make Home" world button, allow resetting to default on current homeworld
- Various fixes to purchasing VRC+ on Meta Quest devices
- Fix flickering buttons in "Tools" radial menu
- Fixed blocking friends appearing wrong in the menu (but... why are you blocking your friends...)
- Fixed setting "no download limit" on Quest incorrectly blocking all avatars
- VRCat is back in their spaceship on the VRC+ page (why do they keep escaping?! CLOSE THE DOOR, DANG IT)
- Fix uploaded worlds missing for some players
- Fix "Show Avatar Author" button not always working
- Fix "clear" button when setting a new custom status
- Fix avatar wing sorting by "name" not working
- Add more tooltips around the new UI
- Lots of general menu improvements, rewording, layout fixes, etc.

# Udon

## Fixes
- A playerapi variable named "player" will no longer become invalid when any player leaves
- Unexpose some unnecessary static methods from VRCGraphics (Equals, GetHashCode, GetType, ToString)
weak raft
#

Hello, Open Beta testers! We've got a new VRChat build out for you!

This is VRChat 2022.4.1p3, build 1261!

This Live Beta is now out on all testing platforms. Please read the top of the #open-beta-info channel to see how to opt into this beta.

As noted above, this beta is Live Compatible! Give it a test over the long holiday weekend if you're playing VRChat, and let us know how it works out for you.

If you find any bugs, please submit them to the regular place: https://feedback.vrchat.com/open-beta, but please be aware that we will not be processing feedback or bug reports until the following Monday at the earliest.

Here's the changelog! You can also view it here: https://docs.vrchat.com/docs/vrchat-202241p3

# Client

- VRChat is now using Unity 2019.4.40f1! However, please wait to upgrade your editors until we let you know to do so. **Do not upgrade your editors to 40f1.** Please continue using the version documented on the Currently Supported Unity Version page: <https://docs.vrchat.com/docs/current-unity-version>
  - To double down, **DEFINITELY** do not upgrade your production projects. You **will** break things, and you **will** be sad, **especially** if you don't back things up. By the way, have you backed up your project lately?

## Features

- VRChat now offers support for receiving tracker data over OSC with our existing calibrated full-body IK system!
  - Using an external program, you can read tracking data from any hardware you can think of, handle that data, and then transmit it to VRChat using a set of OSC endpoints.
  - This works with any avatar. This system is separate from the OSC parameters system, so you don't have to customize your avatar to work with it.
  - Using the OSC Trackers system, you can enable Full Body Tracking on the Meta Quest! To reiterate, you will need a tracking system (such as SlimeVR trackers, Perception Neuron, Kinect, Webcam pose estimation, etc.) and a program running on a computer that reads the data from the tracking system and sends it to VRChat.
  - SlimeVR has been working on implementing this system, and we expect more programs to appear over time utilizing the OSC Tracker system to enable more hardware.
  - If you'd like to implement your own system, see our docs for how to implement tracker data from an OSC sender app: <https://docs.vrchat.com/docs/osc-trackers>

## Improvements

- VRChat will now notify Quest users if they didn't grant the application the necessary permissions to function
- Added a slight fade-in to player voices upon world load
- World searching now also matches author names
- World searching now respects the Community Labs setting. If Community Labs worlds are visible, they're also searchable
- Improved chatbox scaling and mirroring in the forward position
- Improve responsiveness of HUD and nameplate voice activity indicators
- Allow unplugging and plugging in microphones at runtime, always correctly show selected one in UI

### Performance

- Remote SDK3 avatar IK will see considerably better performance
- Greatly improved loading times in Udon-heavy worlds
- Improve performance and efficiency of Udon generally
- Reduced nameplate performance overhead
#
## Fixes

- Fixed an issue causing root motion for animations to display incorrectly to remote viewers
  - This fixes root motion for Index users (finally!) but ALSO improves emote animations for Desktop players
- Fixed an issue preventing VR tunneling from working on Quest
- Fixed some issues with nameplates containing special characters
- Fixed issues caused by enabling OSC in environments where sending can fail (e.g., Proton)
- Fixed potential corruption of local player moderations when running multiple clients at once
- Safety & Security Improvements

### UI

- Fixed world category backgrounds getting squished when minimizing the side panel
- Fixed some inconsistent updating of Avatar favorites
- Corrected avatar wear button for "Other" category avatars (e.g., ReadyPlayerMe) 
- Fixed closing dropdowns by clicking on them again
- Changed arrows in QM for closed sections to improve clarity
- Fixed QM animation ghosting on opening MM
- Fixed audible pop-in menu hover sound
- Fixed the "Show Avatar Author" button (again)
- Fixed main menu appearing upside-down when starting VRC while the headset is, you guessed it, upside-down

## Known Issues
- In VR, you can't click on the "accept invite" button or any other buttons in the quick menu on invites, but if you swap tabs or open the MM notifications, you can click the accept invite button
- SDK2 avatar jumping animations are a little bit odd
  - Despite being an SDK2 issue, this will get fixed because it intercedes with some other upcoming bug fixes, and lots of our fallbacks are still SDK2
- With Unity 40f1, SDK2 worlds may sometimes exhibit problems when instantiating objects as players spawn. This change in initialization behavior may cause some SDK2 game worlds to break. In testing, this issue was exceptionally sporadic and rare, but we wanted to note it regardless. Due to the sunsetting of SDK2, *we do not expect to fix this issue*

# SDK

## Fixes

- Udon: Fixed issues with the client crashing when requesting an object from an exhausted VRCObjectPool
- Udon: Ensure `Start` is called before any deserialization or `OnVariableChanged` events fire

# Documentation
- Added page to explain OSC Trackers system, implementation instructions, and new buttons in client to support system <https://docs.vrchat.com/docs/osc-trackers>
#

<@&503009384968749076> lmao forgot to ping look up there ^

weak raft
#

<@&503009384968749076> Hello everyone! We've got a big announcement for you-- the Live Beta for VRChat has just been updated to VRChat 2022.4.2, build 1270...

The Groups update is now in Live Beta!

This update is on top of the existing 2022.4.1p3 version. 2022.4.1p3 will go to Live later, probably tomorrow.

This Beta is Live Compatible and can be used alongside the main version of VRChat. It is now available on all platforms.


There's a lot to go over for Groups! Way more than I can fit in this Discord post... so instead, I'll link you to our latest blog post!

https://hello.vrchat.com/blog/vrchat-groups

If you're more of a video person, check out our Dev Update video for Groups!

https://www.youtube.com/watch?v=b6c_kDRJG2A

Here's some more useful links for Groups:

Groups Knowledgebase / FAQ Pages
Creating a Group - https://help.vrchat.com/hc/en-us/articles/11706395001875
Managing a Group - https://help.vrchat.com/hc/en-us/articles/11711571101587
Joining a Group - https://help.vrchat.com/hc/en-us/articles/11716242026003

Groups Feedback Board
This is different than other Open Betas! If you have feedback, bug reports, or feature requests regarding Groups, please post to our dedicated Groups feedback board!
https://feedback.vrchat.com/groups

One of the most anticipated VRChat features is now in open beta: Groups!

Not sure what Groups is? In short, groups is a new system that will make it easier for everyone to find the coolest communities and creations VRChat has to offer.

There are genuinely so many unique and incredible communities in VRChat: people come in here to fly jets tog...

▶ Play video
#

Here's our changelog: https://docs.vrchat.com/v2022.4.2/docs/latest-release

# Client

## Features

- Introduced stage one of the **VRChat Groups** rollout!
    - See our [YouTube video](https://www.youtube.com/watch?v=b6c_kDRJG2A) for more details and a quick introduction
    - As mentioned in the [blog post](https://hello.vrchat.com/blog/vrchat-groups), this is the first stage - including the most important, foundational features for Groups to function
    - VRChat Plus is required to create a group, but not required to join one. To create a group, you'll need to do so through the VRChat website (for now!)
- Output logging can now be toggled on and off, find it in the quick menu under the debugging section
  - Logs on Quest can be found in the root folder under Logs
  - Quest will always default to having logging disabled on startup, for performance reasons

## Improvements

- Added a shield level quick-switching modal to the Quick Menu
- Added back "System Default" microphone option, supports live-switching of Windows audio settings
  - Microphone selection is now decoupled between Desktop and VR mode
- The recently used avatars category will now sort on recently used by default

## Performance

- Moving your mouse over UI elements should be much faster

## Fixes

- Fixed worlds having broken legacy shaders
- Fixed worlds with empty UdonBehaviours failing to load
- Fixed some ordering issues with Udon events on world load (introduced in 1261)
- Fixed positioning for local player's mirror nameplate and chat bubble
- Fixed nameplates moving while players are in AFK animation
- Fixed odd IK behavior with SDK2 avatars
- Fixed some UI issues when changing aspect ratio
- Various fixes to logging out and back in as a different user
- VRCat's earmuffs have been found and attached a little more tightly this time!

## Known Issues

- The fix for the menu being upside-down when starting with the headset upside-down is back because its fix caused issues. We will fix this issue in a future update
- Quest load time on first initialization is too long, and we're working on reducing it
- After leaving a group, you will stay on the group page and the icon gets stretched vertically
- Sometimes you're unable to view a user's profile with the eye icon when they request to join a group
weak raft
#

Quick non-pinging announcement: We are adjusting rate limits on some Groups-related operations. If you hit rate limits, you may not receive errors, and the process may simply fail.

We'll account for this in future patches/changes.

weak raft
#

Hello <@&503009384968749076> testers! New build of 2022.4.2 out for you. Build 1271.

All previous info from previous posts remains the same!

If you have feedback, bug reports, or feature requests regarding Groups, please post to our dedicated Groups feedback board!
https://feedback.vrchat.com/groups

I attached a quick video to show off some of the improvements we've made to Groups UI as well as the new Group Visibility feature!

# Client

## Groups

### Features
- **You are now able to set the visibility of a Public Group in your profile!**
  - You can choose between Visible, Friends Only, and Hidden
  - **Visible**: Anyone can see that you're a member of the public group in your user profile
  - **Friends Only**: Only your friends can see that you're a member of that group
  - **Hidden**: The group won't be visible in your profile to anyone, except yourself and other members of that group

### Improvements
- Added a text indicator if a group is public or private on the group profile page
- Added text to Represent Group button, and updated icons to make the current state clearer
- Improved refreshing behavior for group instances
- Added "check mark" buttons to notifications so you can dismiss them properly

### Fixes
- Fixed viewing profile of user requesting to join group from notification
- Fixed not being able to accept group instance invite requests
- Fixed the ability to set group visibility as a member (and also added that cool feature up there)
- Fixed long group rules overflowing on "Join Group" dialog
- Fixed icon for group notifications

## Fixes
- Fixed mouse cursor not appearing in login menu
- Improved initial loading times on Quest

## Known Issues
- If you have more than 100 avatars, you will not see the "Uploaded" tab
weak raft
#

<@&503009384968749076> Hello everyone! New Open Beta build for you. 1272 is now up.

This is an almost-release candidate. A single issue is holding this build back from being pushed to release, please see Known Issues for more details: https://feedback.vrchat.com/open-beta/p/1272-another-user-joining-your-instance-can-cause-the-person-has-joined-your-ins

All previous info from previous posts remains the same!

If you have feedback, bug reports, or feature requests regarding Groups, please post to our dedicated Groups feedback board!
https://feedback.vrchat.com/groups

If you have non-group bug reports to make, please post them to https://feedback.vrchat.com/open-beta


# Client

## Groups

### Features

- Added the ability to report Groups
  - Click "Report Group" in the top right of the Group profile to report a group
  - You can select the category of report to submit
  - You can also provide custom text to add more details
  - If urgent assistance is required, please use [our Moderation ticket system](https://vrcha.at/moderation)

### Improvements

- Added ability to invite users to groups from quick menu or profile page
- Added scroll bars to the "About This Group" and "Rules" panels
- You can now expand group announcement images
- When Streamer Mode is active, group notification popups in the HUD and Quick Menu are suppressed

### Fixes

- Fixed voice visual effect on nameplate as well as some visual issues with groups-enabled nameplates

## General Fixes and Improvements

- Fixed Uploaded avatars category not being visible for users with more than 100 uploaded avatars
- Fixed menu gesture with hand-tracking on Quest firmware v47
- Improved memory usage for Udon-heavy worlds
- Fixed some issues related to switching accounts
- Fixed VRCat disappearing when switching hands on QM, and gave them some food so they might stay this time
- Fixed "Favorite" button for avatars sometimes not working
- Disabled AVPro in Proton again due to audio issues, added back `--enable-avpro-in-proton` launch option to override for debugging (or if you don't mind the audio issues)
- Safety & Stability changes

## Known Issues
- Another user joining your instance can cause the "Person has joined your instance" notification to persist
  - This is the lone issue holding this back from being a release candidate
  - We are currently investigating
  - If you can reliably reproduce this issue with exact steps 100% of the time, please post to our feedback boards: <https://feedback.vrchat.com/open-beta/p/1272-another-user-joining-your-instance-can-cause-the-person-has-joined-your-ins>
weak raft
#

Hello <@&503009384968749076> testers! I've got a new build for you to try out! VRChat 2023.1.1 (build 1276) is now on all Beta platforms.

See #open-beta-info to learn how to activate the Open Beta for your platform.

This beta is NOT Live Compatible due to networking architecture changes. You will not be able to join or interact with people on the Live build of VRChat.

No new SDKs for this version.

https://docs.vrchat.com/v2023.1.1/docs/vrchat-202311

You can view the changes below. If it isn't in this changelog, it wasn't changed. That's what a changelog is!!

If you have feedback, bug reports, or feature requests, please post to the Beta feedback board!
https://feedback.vrchat.com/open-beta

#
# Client

## Features

- **Multi-Layer camera mode!**
  - When you take pictures in this mode, you'll get multiple images for each Mask layer you have enabled
  - For example, you could split out your picture into local player, remote player, UI, and environment
  - You can re-combine these layers in image editing software afterward
  - Applicable layers are saved with alpha transparency (Local player/remote player, UI)
- **Grab-To-Adjust FBT calibration!**
  - This option allows you to fine-tune your tracker calibration by directly grabbing and moving your tracked points
  - Turn on the option in the Gear Tab of your Quick Menu
  - Spheres will appear where each of your trackers are calibrated to be located
  - Grab one with your trigger and move it! Let go to reposition the tracker
  - Open your Quick Menu to exit the configuration mode
- **Audio sliders are now logarithmic** instead of linear, which more closely models how you perceive volume
  - VRChat is now totally quiet at 0% Master volume
  - Setting any slider to 50% will now make it sound 50% as loud
  - However, this change means that values from 1% to 99% will sound louder than before
  - Check out this [very cool and good](https://ask.vrchat.com/t/developer-update-26-january-2023/16072#audio-slider-fixes-6) Dev Update video to see a demonstration
  - Adjusted VRChat’s default audio settings to compensate – they’ll sound as loud as they always have!
  - **Due to these changes, we will reset everyone’s audio settings to default.** We’ll notify users via a loading screen pop-up so nobody’s caught off guard

## Improvements

- **World and user search filters and sorting have been improved**, are now persistent, and the search flow has been improved
  - If you input custom search filters and execute the search, we now stash away those search parameters
  - While the Main Menu is still open, we override ALL subsequent searches, including canned searches, with those custom filters and indicate this fact using the golden text on the “Search Refined” button
  - Once the Main Menu is closed, the custom search filters will clear and return to their defaults
  - Several other usability improvements have been made to the search UI. Give it a shot!
- **Lots of improvements to Quest Finger Tracking!**
  - Added **Gesture Lock**: Hold your left thumb and pinky together to disable all finger tracking gestures except for the quick menu, which should help prevent accidental gesture activation when using sign language
  - Added **Jump Toggle**: You can now turn off the jump gesture completely in the Accessibility settings.
  - Added **Cancel Gesture**: Tapping your thumb and pinky will close most prompts and menus.
  - Implemented new pickup modes in Accessibility options:
    - **Fist** - Make a fist with your hand to interact with pickups
    - **Pinch** - Pinch your thumb and index finger together to interact with pickups
    - **Both** - Use either gesture to interact with pickups
  - Hands now hold their previous position if tracking is temporarily lost
  - Grabbed items are no longer dropped if tracking is lost
  - Improved orientation of grabbed objects
  - Improved orientation of portal placement arc
- We've added an option to the Tracking & IK section of the Main Menu that lets you toggle between per-avatar adjustments and global adjustments
- Public group galleries can now be seen without needing to join a group
- Avatar stats in QM has a better layout, and the VRAM stat is shown closer to the top
- More menu pages will now retain their scroll positions
- Hovering over worlds in the main menu will show their description as a tooltip
- HUD elements (notifications, gestures, mic icon, ...) no longer overlap with themselves or the main menu in Desktop mode
- Group instances above soft-cap can now be joined
- Performance improvements around world loading
#
## Fixes

- **Fixed vote kick notifications not coming through**
- **Fixed performance drop when blocked users are in the same instance**
- **Fixed wrong microphone being used when starting in VR, differing from what UI shows**
- **Fixed broken scrolling on camera UI in VR** (allows easily selecting Focus option again!)
- **Fixed a bug where avatars sometimes initialize with incorrect playable parameter values** (fewer wardrobe malfunctions!)
- Fixed locomotion UI in VRChat Tutorial world not working
- Fixed favorite avatar button not always being selectable when it should
- Fixed order of groups not being consistent between UI elements
- Fixed group banner opacity on nameplates using the wrong value
- Fixed avatar audio sliders being visible on Quest, which doesn't have avatar sounds
- Fixed avatar audio being affected in weird ways by earmuff mode (it is affected just like voice now)
- Fixed PC-only avatars incorrectly showing as "compatible" on Quest
- Fixed detection of cloth component vertices for avatar ratings
- Fixed "UI" toggle on camera not applying to chat bubbles
- Fixed issues with favorite lists not updating correctly when switching user accounts
- Fixed rare issue that would prevent switching into certain avatars saying you are already wearing them
- Fixed menu opening upside-down when starting the game while the headset is upside-down (déjà vu anyone?)
- Fixed instance owner icon in menu showing incorrectly after switching user accounts
- Added more foldouts to some settings menus that were missing them
- Fixed world and group wings not updating selected lists properly
- Fixed rare issue leading to softlocks in worlds without a scene descriptor
- Fixed broken leftover text on search keyboard, and search not working after switching menu tabs
- Various fixes and improvements to Groups UI
- Various menu styling fixes and adjustments
- Safety and Security improvements

## Known Issues

- On Quest, there may be frequent crashes for certain users. It sometimes happens after entering the portal with a prompt causing the screen to go black after the "Go Button" and never initializes. This requires a restart
- In hand tracking for Quest, user is unable to drop objects when using the pinch gesture
- In SDK2, in Murder2, we ran into an issue where some players could only kill players who join after them. This potentially affected all late joiners. This issue may not be addressed, since SDK2 is deprecated and in End of Life status
weak raft
#

Hello everyone! New <@&503009384968749076> for you today! This is VRChat 2023.1.2, build 1284.

This beta is not network compatible. You will not be able to join your friends that are using Live VRChat.

This beta is available on all platforms. Find the instructions in #open-beta-info.

Full notes here: https://docs.vrchat.com/v2023.1.2/docs/latest-release

Please put any feedback or discovered bugs here: https://vrchat.canny.io/open-beta

Don't forget to join the Open Beta VRChat Group, and open Group instances to find other testers! https://vrc.group/BETA.0000

Full patchnotes follow:

#
# Client

## Improvements

- **Avatar texture memory usage is now considered a ranked performance stat, and will affect your avatar's performance rank.** An upcoming SDK update will reflect this in the editor.
  - PC:
    - Excellent: 40MB or less
    - Good: 75MB or less
    - Medium: 110MB or less
    - Poor: 150MB or less
    - Very Poor: Above 150MB
  - Quest:
    - Excellent: 10MB or less
    - Good: 18MB or less
    - Medium: 25MB or less
    - Poor: 40MB or less
    - Very Poor: Above 40MB
  - If you are curious about more details regarding these numbers, how we arrived at them, and how many avatars this will affect, check out our Dev Update from 16 February: https://ask.vrchat.com/t/developer-update-16-february-2023/16474#avatar-vram-usage-will-now-affect-performance-rank-12
- **Completely overhauled internal handling of portals!**
  - This should provide much better stability and security to portals, preventing many cases of portals disappearing or desyncing between instance members
  - In some circumstances it may be possible for a portal to be dropped too close to you. In this case, the portal will be surrounded by an orange overlay and you won't be able to interact with it until you move away first
    - Previously this would have made the portal disappear for everyone, or worse, desync
    - You are still prevented locally from dropping a portal too close to someone
- **Friends+ portals now default to unlocked**
- **Earmuffs range can now take the shape of a cone**, allowing you to focus on conversations in front of you
  - You can adjust the size and shape of this cone with earmuff settings
  - We've been calling this "cozy earmuffs" mode
- **Nameplates will show an icon when a player has earmuffs enabled**
- **Avatar "Hide by Distance" and "Hide by Count" visual aid and toggle**
  - Adjusting distances will now show a visual aid similar to earmuffs
  - Sliders now have a toggle to turn their effect on or off without adjusting the value, similar to "mute" on audio sliders
- **PhysBones have been adjusted to use and maintain the initial hand-to-bone offset** as your "grab position" instead of a fixed relative position per bone
  - This means that grabbed PhysBones won't move or "snap" when you initially grab. They will only move when you move the grabbing hand
- **Added a Report User option to report users for using a modified client or "hacking".** You can find this under "Report User -> Behavior".
  - Reporting people using modified clients in this way is _very_ helpful to our Trust and Safety and Security teams! Thank you for your reports!
- Improved internal handling and performance of nameplates
  - Includes minor offset fixes to group banners and blue voice rings around user icons
  - This is not a fix to the alignment issues you have to deal with when making Group banners. We know about that issue, and will work on improving that going forward
- The action menu size and opacity can now be set by percentage with a radial control instead of fixed steps
  - Scaling will be reset to medium when initially launching this build (and switching between live and beta)
- You can now take pictures with the stream camera!
- Added constraints as a non-ranked avatar performance stat with a recommended maximum of 15 constraints of any type
  - [See this recent dev update for more information](https://ask.vrchat.com/t/developer-update-16-february-2023/16474#avatar-constraints-13)
- Greatly improved Udon loading performance while entering worlds
- Improved internal handling and future-proofing of avatar parameters
#
## Fixes

- VRCat now speaks in the past tense about the early supporter badge. Thanks for your support!
- Fixed camera display staying white when closing immediately after taking a photo
- Fixed PhysBones jittering with "isAnimated" enabled in some situations
- Fixed nameplates not showing up in pictures taken via the "Screenshot" option in the Quick Menu
- Fixed "Clear Local Profile Data" not correctly resetting some options
- Fixed tunneling and holoport options breaking when using "Clear Local Profile Data", and potentially not saving between client restart
- Desktop users can select tunneling options in Comfort menu again
- Fixed some issues with user locations not showing up in correct instances
  - We know there's still some issues here, we're working on more fixes related to issue!
- Fixed desktop movement getting stuck after closing camera with Escape key
- Fixed PhysBone colliders on fingers not respecting custom capsule heights
- Fixed thumbstick scrolling in one-handed mode
- Fixed multi-layer camera not being accessible for non-VRC+ subscribers
- Fixed an issue that could cause crashes when disconnecting multiple audio devices at once
- Fixed last valid portal placement marker getting stuck in place when looking at invalid surfaces
- Fixed portal placement in situations with no surface available at all blocking user input
- Fixed shuffle button in "Random" worlds menu not working
- Fixed issues with icon camera and newly taken user icons failing to render in menu
- Fixed text fields across the UI erroneously having rich-text enabled
  - The action menu specifically remains exempt from this restriction
- Fixed images in groups tab not having proper loading placeholders
- Fixed various issues with group visibility and representation settings not updating correctly
- The default "search by" parameters for worlds now include Tags
- Various smaller UI fixes
- Various smaller groups fixes
- Safety and Security improvements

## Known Issues
- When toggling on the avatar hider, it is possible to get this message: "Hide All Avatars Except The Nearest -1"

# Creators

- Added "VelocityMagnitude" avatar parameter, similar to the existing VelocityX/Y/Z ones but gives total magnitude of velocity
weak raft
#

Hello, <@&503009384968749076> testers! New build for you today. We're testing VRChat 2023.1.2, build 1285.

This one's a Release Candidate! That means that if no major "blocking" issues remain, this build will go to Live.

As noted previously, this Open Beta is not network compatible and you cannot use it to play with friends on Live. They will not be visible in instances you join. As a small aside, this build is also not compatible with the previous Open Beta build, so make sure you're on 1285.

Please put any feedback or discovered bugs here: https://vrchat.canny.io/open-beta

Don't forget to join the Open Beta VRChat Group, and open Group instances to find other testers! https://vrc.group/BETA.0000

The below-listed changes are relative to the previous Open Beta build.​

​```md

Client

Improvements

  • Added a toggle to the Camera UI that, when in Stream mode, swaps the behavior of the trigger between "Swap Pins" and "Take Picture"
    • This option can be found in the "Behavior" submenu

Fixes

  • Fixed parameters created from ParameterDrivers having the wrong type
  • Fixed TPose animators not being applied correctly (being overwritten by IKPose)
    • We expect these two fixes to address the issues with the "GogoLoco Broke" prefab as well as some other avatars that were provided as examples. However, please keep in mind that the scaling method and other features used in "GogoLoco Broke" are unsupported and may break with changes. (Regardless, thank you for your hard work on GogoLoco, Franada!)
  • Fixed an issue where multiple PhysBones sharing the same name would not be networked correctly
  • Fixed an issue where animated components would incorrectly toggle every frame while seated in a station, causing various functionality issues and heavy performance overhead
  • Fixed an issue where resetting your avatar while in a station would cause you to get stuck there
  • Fixed Action Menu puppets incorrectly having Rich Text disabled
  • Fixed Action Menu radials not showing text when set to 0% on load
  • Fixed Earmuffs not following the player if visual aid is disabled
  • "Hide All Avatars Except The Nearest X" will no longer show -1 when coming from older versions

Creators

Improvements

  • Added option to turn PhysBone grab snapping back on (this will be available in an upcoming SDK release, the default is still the new behaviour)

Fixes

  • Image loading callbacks (OnImageLoadError) will no longer be called from other threads
weak raft
#

Hello <@&503009384968749076> ! We've got a new build out for you! This is VRChat 2023.2.1, build 1292.

This release is network compatible! You can use it with Live, although the first big feature doesn't sync over to Live.

This Open Beta is now available on Steam and Meta Quest platforms, but not on Oculus PC, due to a build issue.

What big feature is that? Oh, just some Native Eye Tracking! Check out this video for more info:

https://youtu.be/cC3DAZIPdNQ

See the full changelogs here: https://docs.vrchat.com/v2023.2.1/docs/latest-release

Remember, submit all of your feedback and bug reports to our Open Beta feedback boards! https://feedback.vrchat.com/open-beta Bugs simply discussed in the Discord will not be logged or handled!

# Client## New Features- **Native eye tracking is here!** It currently supports Quest Pro standalone as well as OSC input.
- There's also a bunch of new settings available in the Tracking & IK main menu page such as:
  - Disabling eye-look and eyelid tracking separately
  - Setting eye tracking to turn off when you mute yourself (in case you want to keep the eye rolling private...)
  - A toggle that will show you where your eyes are currently looking. This toggle does not show for remote users.
  - Force eye tracking raycast, which will force the eyes to converge at a distance determined by a raycast hit. A fancy feature that lets eye tracking align to the depth of different surfaces in your worlds. Perfect for those who love staring longingly into deep abysses...     
  - And do not fear, if your avatar had the existing automatic eye-look set up in the SDK, it should work with this system
  - Note that winking is coming soon (in a future SDK version), but it will require a reupload to function
  - Check the docs here for OSC endpoints: <https://docs.vrchat.com/v2023.2.1/docs/osc-eye-tracking>
  - The eye tracking portion of the open beta won't be visible to users on Live (though the beta is Live compatible)
- The Settings menu has been completely overhauled with a new look and better organization
- Avatar downloads are now prioritized by size, which means loading into a world—especially on slower internet connections—will show you more avatars more quickly
- **We're adding tooltip translations to the Quick Menu and Main Menu for Japanese, German, French, Italian, and Korean!** 
  - These translations are **only for the tooltips** to start
  - If you see something that reads a little funky in your native language, you can suggest a better localization here: <https://docs.vrchat.com/v2023.2.1/docs/suggesting-localization-changes>## Improvements- Added a new launch flag `--disable-hw-video-decoding` that will force software video decoding on AVPro video players
   - This _may_ provide a fix for those experiencing video issues on AMD GPUs, but will use slightly more CPU resources instead; if you have experienced stuttering or crashing with video players before, please let us know what hardware you have and if enabling this helps!
- The 2FA input panel will now auto-select the text field
- The camera focus ring will now fade to gray after a few moments so you can focus ( ;) ) more on your picture's subject

Native support for eye tracking is coming to #vrchat on standalone Quest Pro and other hardware via OSC. Eye bet you didn't see that coming!

Try it out in our Open Beta! Join our Discord and find the Open Beta channels to learn more
https://discord.gg/vrchat

If you're more of a DIY kind of person, you can implement any eye tracking hardware yo...

▶ Play video
#
## Fixes- "Here" tab now refreshes current location after switching instances
- The Groups Info page will now allow you to accept pending invites instead of always showing "Request to Join"
- Issues when logging out and back in without restarting
- Nameplates no longer float too high above avatars in relation to SkinnedMeshRenderers without a root bone
- The "emergency avatar" shortcut (`~`, `\`, `#`, or similar) no longer triggers while typing in a text field
- "Represent Group" button now shows when viewing a group from a user profile
- Improved transparent shader for avatar hider and earmuff distance visualizations
- Built-in keyboard weirdness when moving the caret to the start position and entering a new character
- Placeholder controller image on "Controls" page
- MSAA no longer defaults to "Off" on fresh installs
- Camera issues such as scrolling through camera filters, camera submenus, and camera scrolling over focus settings when using the arrow buttons
- Issues when loading "Generic" avatars
- Issues with animated audio on avatars when earmuffs are enabled
- Hovering over elements in the wing menus sometimes not animating correctly
- Potential improvements to EAC unloading, preventing some users from restarting VRChat
- Safety and security fixes  

## Known Issues
- On desktop: When you toggle gestures off, you can still make gestures. It does not disable!
- Quest is able to access display and visual adjustments through the main menu, despite this section being intentionally disabled in the quick menu
- The options for Mirror resolution are flipped - you press left to go up, and press right to go down
- `VRCRenderTexture.GetTemporary` will currently return `null`, we are working on a fix
​
# Creators## Improvements- Added `IsPosed` parameter to PhysBones
​
## Fixes

My engineer said these changes are extra important, so please pretend there's a big, glowing neon sign above above everything here that says "PAY ATTENTION".
​
- `OnOwnershipTransferred` now fires when master client leaves
- Serialized network IDs (from the Network ID tool in SDK) now read correctly in client, which fixes some worlds breaking their Udon sync between platforms
- Security changes around the Udon Blacklisting system. Any `GetComponents` call may now return `null` entries if there are filtered components: Watch for this in your scripts!
eternal flame
#

Hello again, <@&503009384968749076> testers! We've got a new build today. This'll be VRChat 2023.2.1, build 1293.

Please note: This release is NO LONGER network compatible and you cannot use it to play with friends on live. They will not be visible in instances you join.

As always, please continue to put any feedback or discovered bugs here: https://vrchat.canny.io/open-beta.

We're collecting all the feedback you've got for us regarding the new settings pages and are working on many, many fixes before Open Beta ends.

# Client
  
## Fixes

- Fixed an issue that would cause Unity video players to not display ... video. *sweats*

# Creators

## Improvements

- Further work on the Udon Security changes
  - It will still increase the amount of things inaccessible compared to live (e.g. avatar pedestals), but should fix some things that were blocked accidentally, e.g. temporary render textures should work again
  - You may want to re-test your worlds in this version to make sure everything works as expected```
weak raft
#

Hello again <@&503009384968749076> testers! Got a release candidate for you today! This'll be VRChat 2023.2.1, build 1294.

This Open Beta is available on all platforms where we publish the Open Beta. See #open-beta-info for more info.

Since this is a release candidate, if no major bugs or blockers are reported, this build will go live tomorrow or next week.

⚠️ This release is NOT network compatible, and you cannot use it to play with friends on "live" builds of VRChat. They will not be visible in instances you join. You can only see other Open Beta testers.

As always, please continue to put feedback or discovered bugs here: https://feedback.vrchat.com/open-beta.

# Client

## Improvements
- Increased upper limit of desktop FOV to 100
- Re-enabled collapse buttons for Main Menu sidebars
- Added toggles to avatar Distance hider in the main menu to match the quick menu
- Future updates will continue to iterate and improve the Settings menu, thank you for all your feedback! It's all logged, we'll get to it

## Fixes
- Fixed an issue where VRChat Plus sub was sometimes not recognized on launch
- Quest loading screen is no longer stuck on your face
- Fixed an issue that caused errors when OSC eye tracking sent an identical direction for both eyes
- Fixed tons of issues with the new settings menu changes
  - Tooltips printed twice
  - Portal placement default was changed from Drop to Manual
  - Quest was incorrectly able to access settings that don't work for that platform (display and visual adjustments)
  - Mirror resolution was flipped
  - Non-Looping selectors have now been changed to use '+' and '-' buttons to indicate that they do not loop
  - Avatar settings was missing some toggles
  - User real height displayed in Desktop mode incorrectly
  - Various other incorrect tooltips
  - Added a warning to Forced Near Clip mode
- Added back color blindness simulator for Protanopia
- Fixed incorrect behavior of FPS limiter
weak raft
#

Hello <@&503009384968749076> testers ! We've got a new build out for you! This is VRChat 2023.2.2, build 1301.

This release is network compatible! You can use it with Live!

This Open Beta is now available on Steam and Oculus PC platforms, but not on Meta Quest, due to a build issue.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

See the full changelogs for more info! There's a TON in this release and the summary below does NOT have all the information, because there's a bunch of docs to link to.

Please read the full patchnotes.

https://docs.vrchat.com/v2023.2.2/docs/latest-release

# Client

## Features

- Introducing **Guided Mode**! 
  - Guided mode is a simplified Quick Menu meant for new users, making it easy to explore VRChat and learn about vital functions.
  - This mode is available to all users in the Open Beta for testing. 
  - You can exit Guided Mode to return to the normal Quick Menu.
  - Once this release goes to Live, Guided Mode will only be accessible to some new users for further testing
  - Later on, we will release it fully and optionally allow all users to enable the feature if you prefer it

## Improvements

- **Avatar stats are now calculated on the server**
  - Avatars that exceed your performance rank limit won't be downloaded
  - This will not work on all avatars, as avatars must be analyzed first! It will mainly affect newly uploaded or recently updated avatars
- The built-in keyboard now reacts to the beginning of the click action (Mouse/TriggerDown) instead of the end (Mouse/TriggerUp), making it feel more responsive
- Lots of changes to our Reporting UI to make it easier to report users and content
- Added a visual indicator when adjusting the Avatar Download Prioritization distance
#
## Fixes

- Fixed an issue where avatar cloning would not enable correctly despite the UI saying it was on
- Fixed one-handed movement mode on Quest standalone and Virtual Desktop
- Fixed log spam and degraded performance on avatars with a different amount of parameters between platforms
- Ordering of "Send Invite" button on QM user page is now consistent with "Request Invite" and "Join"
- Adjust sizing of earmuff buttons in Audio QM page
- Chat bubble position will default to "Above Head" again
  - Your chat bubble setting will be set to "Above Head" on first launch of this version
- VRCat had escaped again, but we used some strategic treat placement to coerce it back onto the Quick Menu
- Fixed an issue with joining instances without a shortname from the command line or URL links 
  - This fixes the "Create" tab of VRCQuickLauncher and some other applications
- Improved initial loading times when opening VRChat on Quest
- Improved hitching when loading multiple avatars in succession
- HUD, Action menu and debug views now scale properly when FOV is changed
- Improved performance of the in-game debug log viewer (debug menu 3) 
- Fixed an issue causing earmuff distance indicators to sometimes appear in loading scenes

### Main Menu Settings Fixes

- Changed "Your Avatar" section header to "Avatar Debugging"
- Adjusted locomotion and tunneling settings back to their original defaults
- Change Popups no longer block you from using settings hidden behind them
- Adjusted nameplate options in new settings to match the ones from Action Menu
  - Your nameplate size will be reset on first launch of this version
- Earmuff settings now have the same in both MM and QM settings pages
- Tooltips for earmuffs in MM were reversed
- Added a bunch of missing tooltips
- Avatar distance hider settings are now consistent between QM and MM
- Chat bubble height slider was missing
- Wings on QuickMenu will no longer reset after opening the "User Interface" page

## Known Issues

- Open Beta is not available on Quest yet
- Portals to worlds only available for a single platform sometimes show the platform incompatibility ring for users on the correct platform.
- Some avatars that should be fallback avatars on Quest are instead shown as performance blocked; others are shown as the error avatar.
- After clearing user settings, the tutorial world may spawn you in the wrong position.
- Some distance visual aids are too low and cannot be seen even on a level floor.
#
# SDK

Please see the Open Beta info channel for information on how to access the Pre-release SDK.

## Features

- **DataContainers!** Lists, Dictionaries and JSON for Udon! 
  - Added DataLists and DataDictionaries, giving Udon functionality similar to Lists and Dictionaries.
    - Lists and dictionaries typically need to support Generics, and Udon does not support them, so this is being done by putting your data into DataTokens first, which are able to store any value.
  - Added VRCJSON, a helper class that can convert JSON strings (such as those received from [Remote String Loading](doc:string-loading)) to and from DataLists and DataDictionaries.
  - [Read the Data Containers / VRCJSON docs page](doc:data-containers-vrcjson) to learn more.

- **AsyncGPUReadback!** This allows you to read back data from GPU and shaders without a heavy performance cost
  - Adds the `VRCAsyncGPUReadback.Request` function and corresponding `OnAsyncGpuReadbackComplete` event
  - These read data from the GPU into CPU memory without too much of a performance impact, at the expense of delaying the data for one or more frames
  - Check the [ASyncGPUReadback](doc:asyncgpureadback) docs for more info.

## Improvements

- **Squishy PhysBones!** You can now implement PhysBones that can "squish" or compress instead of stretch!
  - To set up a Squishy PhysBone, swap your PhysBone component to version 1.1 and adjust the "Max Squish" value.
  - **All PhysBones are now versioned!** You can change the version in the PhysBone component. This is being done to allow us to add new features safely.
    - Old PhysBones are on Version 1.0 automatically.
    - Squishy PhysBones features are on Version 1.1. There's some other changes documented below.
    - **All versions will be maintained.** 1.0 is not being deprecated but it is feature-locked and will not have new features added. Any time we add a new "breaking" feature, we will increment the version.
  - PhysBones 1.1: **Gravity and Stiffness act differently and require new values if you are upgrading from 1.0.**
    - Gravity is now the ratio of how much the bones should point straight up/down in world space when at rest.
    - Stiffness is now the ratio of how much a bone attempts to stay in its previous orientation.
    - Previously, these values were direct forces that you needed to balance with the Pull factor. We believe this should be more direct and easier to use.
    - These changes were also necessary to support the new functionality added to the component.
  - PhysBones 1.1: **Max Squish value has been added.** This is a percentage of how much a bone can shrink.
    - The `_Squish` parameter has been added. It works similarly to the `_Stretch` parameter.
  - PhysBones 1.1: **Stretch Motion value has been added.** This is a ratio of how much motion affects a bone stretching or squishing.
  - Categories of values in the VRCPhysBone component UI can now be collapsed. 
    - Categories also include a Help button which will take you to the online documentation for that subject.
  - [PhysBones](doc:physbones) documentation will be updated during the Open Beta for PhysBones 1.1 and Squishy PhysBones.
- The Network ID Utility now works for PhysBones in avatar projects
  - This tool allows syncing PhysBones between avatars on different platforms, even if they have different GameObject hierarchies
    - This advanced tool is only useful if your PC and Quest avatars have different hierarchies! 
    - You don't need to worry about this tool if you don't know why you'd do that.
  - [See the full docs for more info](doc:network-id-utility)

## Known Issues

- AsyncGpuReadback doesn't work on Quest. It returns success, but with garbled data.
  - This may not be fixed, as it is expected to start working correctly once VRChat switches to Unity 2021 or later.
weak raft
#

Hello, <@&503009384968749076> testers! New build for ya. This is VRChat 2023.2.2, build 1302.

This release is network compatible and is now available on all Beta platforms, including the Meta Quest.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

# Client

## Improvements

- Quest performance somewhat improved
  - ... but not to pre-2023.2.1 levels just yet. We're still working on it
  - A bug in 2023.2.1 led to a significant performance downgrade on Quest that many users reported
- You can now hide the "Enter Guided Mode" button on the quick menu with a setting in the "Accessibility" tab of the main menu
- When entering Guided Mode for the first time, the microphone setting will be changed to "Toggle" instead of "Push-To-Talk"

## Fixes

- Fixed text in Email One-Time Code pop-up for clarity
- Fixed an issue where incompatibility markers (red ring) around portals wouldn't display
- Fixed VRChat failing to launch if analytics were blocked via a PiHole or similar blocking system
- Removed text reading "Compressed" on download size limit setting
- Fixed nameplate icons for fallback avatars showing incorrect performance ranks
- Fixed some quick menu popups incorrectly layering behind pages, making them unclickable
- Fixed avatar distance hider visualization appearing below ground level
- Guided mode "Same Place, Different People" button will now disable itself if not applicable and always lead to a new instance when available
weak raft
#

Hello <@&503009384968749076> testers! New build for ya. This is VRChat 2023.2.2, build 1304.

This release is network compatible and is now available on all Beta platforms.

This is a release candidate. If all goes well, it is possible we will release this to Live within the next few hours.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

# Client

- Performance issues on Quest Standalone have been fixed
  - This was caused by the changes made to handle Quest Pro standalone eye tracking
  - This is not a performance loss caused by eye tracking, but instead, these performance issues appear to be caused by the SDKs used to access the Quest Pro eye tracking data
  - **OSC eye tracking is not affected in any way by this change**
  - As such, we have split Quest Pro eye-tracking into its own branch. You must swap to this branch to use Quest Pro eye tracking
  - This issue is fixed in future Unity versions, so we'll revert back at that point
  - [See these docs for more info](https://docs.vrchat.com/v2023.2.2/docs/quest-pro-eye-tracking)
- Guided Mode has been switched to A/B testing mode. Users who launch the Beta for the first time will no longer see Guided Mode.
  - Users who have already seen it will keep it, even when it goes Live
- Guided Mode will no longer attempt to join worlds on unsupported platforms
- Image Loading will now load images the right way around on Quest
- Fixed avatars that would be performance blocked for remote users not loading locally either
- Changed default for "Portal Mode" to "Place Manually" and renamed options to be clearer
  - This will reset the option once for everyone when launching the build for the first time

# SDK - `3.2.0-beta.2`

This SDK will be going live later on. We'll let you know when it's up.

- Re-added some public methods that got removed, including `GetOrAddComponent`
  - These are marked as `[Obsolete]` now. Make sure to migrate away from using them as they will be removed properly at a later date
- Fixed some issues with grabbing PhysBones in Unity
- **PhysBone stretch is no longer clamped**
  - This restores previous behavior
- DataContainers: Fixed `GetKeys` and `GetValues` returning incorrect values after using `Add`
weak raft
#

Hello <@&503009384968749076> testers ! We've got a new build out for you! This is VRChat 2023.2.3, build 1306.

This release is network compatible! You can use it with Live, including all the cool new Groups Plus and Groups Public features!

This Open Beta is now available on all platforms.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

Please read the full patchnotes.

https://docs.vrchat.com/v2023.2.3/docs/latest-release

Client

Features

  • Groups Plus, Groups Publics, Group Bans, and more!! Groups continue to grow!
    • Our initial release of Groups back in December was to “release the bones of the system,” and then continue to build on that foundation. Well well, guess whose skeleton… got… stronger?
    • Group Instances! In addition to Group-only instances, you can now create and join Group+, and Groups Public instances!
      • You can use Group Roles to customize your instance how you like with role-gating and new permissions.
      • Creating group instances requires new permissions! Check your group role settings.
    • … also, Group Queues! When a Group, Group+, or Group Public instance is full, you’ll have the option to join a waitlist queue to get in!
      • Previously, you’d just have to click Join and hope you got in.
      • Now, you’ll get a widget that lets you know how long you’ve been waiting, and a notification plus countdown when it’s your turn to join.
      • With the proper permissions, certain Group members can hop to the front of the line, so they can get in first! Useful for Group moderators!
    • Group Bans! You can now ban people from your Group, even if they aren't a member! This prevents them from joining your Group's instances
      • Combine this permission with the instance moderation permission, and you can create moderators for your Group instances!
    • Added Group Locations in the Social Menu, which lets you see every instance of all Groups you are apart of in one place.
    • You can now search for Groups! Head to the Groups tab to check it out. However, there is no filtering or sorting just yet. Our bones are still growing. Please send calcium.

Improvements

  • If you reinstall VRChat, but have already done the tutorial, you won't have to do it again!
  • Changed some slider-adjacent buttons to toggles for clarity
#

Fixes

  • Avatar hider sliders in quick menu now show correct numbers on fresh installs
  • Menu text no longer becomes blurry after changing FOV
  • Fixed "open in main menu" buttons at the top of some quick menu pages not working
  • Added decimal precision to the IK settings in main menu
  • Fixed order of buttons in quick menu user tab to align it closer with main menu
  • Updated tooltips in "Managed Cached Data" section
  • Re-added some Finger Tracking options that were missing from settings
  • Updated main menu's audio switcher text to match the quick menu's text
  • Added missing main menu settings for OSC, AFK detection, and One Handed Movement
  • Camera components on avatars now enable on refresh after adding someone as a friend
    • The "friends only" requirement is not lifted, but after adding someone as a friend, reloading their avatar will now enable camera components
  • VRC+ loading screen banner no longer contains outdated information
  • Corrected spawn position in tutorial world and disallow movement inputs while world loading screen is still showing
  • Tooltips on toggle options no longer disappear after changing their state
  • Added missing report button tooltips
  • Refining a search no longer disables the shuffle button
  • Fixed horizontal mouse movement stuttering depending on FPS settings and screen refresh rate
  • Maybe fixed an issue where the portal interact icons turn into a white square sometimes?? maybe???
  • Fixed camera smoothing applying on locomotion
    • Camera smoothing will no longer cause your camera to clip into your avatar while walking around
  • Fixed the block button in quick menu sometimes being incorrectly grayed out
  • The menu is less likely, as my engineers put it, to "freak out" while in moving stations
  • No more delay on jump during low-performance situations

Creators

Fixes

  • A few MIDI input timing fixes, including improved note processing, more consistent looping, and fixed Note On events with a velocity of '0' turning into Note Off events, which broke MIDI file parsing.
  • Scaling PhysBones to zero or very small values and back no longer breaks behavior
  • Fixed VRCPhysBone position unable to be animated when very tiny
  • Blocked users will sync their position and motion state again for querying in local Udon scripts
  • Udon can now be used to eject players from "standing" stations, with or without station exit disabled

Known Issues

  • Instance queue timer at the top of the Quick Menu resets to 0:00.00 each time the menu is opened
  • While a user is loading into an instance, others see their avatar stuck in a falling animation
weak raft
#

Hello <@&503009384968749076> testers! We've got a new build out for you! This is VRChat 2023.2.3, build 1307.

This release is network compatible! You can use it with Live.

This Open Beta is now available on all platforms.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

Please read the full patchnotes.

https://docs.vrchat.com/v2023.2.3/docs/latest-release


Client

New Fixes and Changes

These are brand-new fixes and changes that will be reflected in the final release notes.

  • Improved refresh rate of instance population in menus
    • This is a subtle but big change! Previously instance information would erroneously cache for way too long. Now it doesn't. woo
  • Logs on Quest are now stored in Documents/Logs instead of just Logs
    • You still need to turn on logging manually via the setting in the quick menu if you want to see log files

Fixes since last Open Beta

These are fixes we've put in since the last Open Beta build. They won't be listed in patch notes since these bugs never existed in Live VRChat.

  • Instance Queue timer no longer resets to 0 upon closing and reopening quick menu
  • "Rejoin" button in main menu works again
  • Custom favorite group buttons were not collapsing correctly when minimizing the main menu sidebar
  • Avatars no longer display the falling animation while remote users are loading in
  • Removed stray markup text in the welcome message that appears after joining a group
  • Improved refresh rate of groups instances and group locations in menus
  • Changing microphone selection on PC will take effect immediately again
  • Group member counts in groups search display are no longer cut off for large groups
weak raft
#

Hello <@&503009384968749076> testers! We've got a new build ready for you to try out.

VRChat Open Beta 2023.2.3, build 1308 is now available on all platforms. See this post to learn how to enable the Open Beta: #open-beta-info message

This release is network compatible! You can use it with Live.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

Please read the full patchnotes.

https://docs.vrchat.com/v2023.2.3/docs/latest-release

Client

Changes

  • Recommended world capacity is now displayed in the worlds info section instead of next to the instance population number
  • Anyone with the "Unlocked portal to Group+ instances permission" can now drop unlocked portals to Group+ instances

Fixes

  • World icon no longer missing on join notifications for non-group instances
  • Region buttons in the Group instance creation dialog no longer appear disabled
  • Horizontal mouse movement now works while being teleported in LateUpdate via Udon
  • Selecting an instance on the worlds page in the main menu no longer plays an incorrect animation
  • The instance list on the worlds page now scrolls correctly and no longer shows instance from previous pages
  • Animated PhysBones are no longer choppy in some scenarios
  • Notifications would not show in some rare circumstances
  • The back button on the worlds page will now direct to the previous menu properly
  • Increased thumbnail resolution in Groups search results
  • Group+/Group Public icons in the instance creation flow now look hi-res
  • Requesting to join a request-only group and then canceling no longer shows member UI
  • Quick menu no longer shows in front of you for a frame or two after being opened in VR
  • Improved instance reload and reconnection logic on network disconnect
  • Found our missing "change modes" tooltip for the queue timer in the quick menu
  • Camera UI can now be interacted with in moving stations like the menus
  • Finger tracking settings no longer shows on unsupported platforms
  • Group public portals no longer incorrectly show as locked-only

More Important Fixes

  • Beloved mascot VRCat is no longer missing from the gift-sub page
  • Please accept our deepest apologies

Creators

Fixes

  • Raycasting would not work in certain worlds related to the "enabled" state of Canvas or VRC_UiShape elements
    • Starting with a VRC_UiShape or Canvas disabled and enabling it via Udon later on will work correctly again
    • Note that using a permanently disabled VRC_UiShape to turn on raycasting against an active canvas is considered legacy behavior. For now it will work, but it may degrade UI performance. You should always ensure that VRC_UiShapes are enabled when supposed to be in use.
weak raft
#

Hello <@&503009384968749076> testers! We've got a new build out for you! This is VRChat 2023.2.4, build 1311.

This Open Beta includes several new features, like Avatar Scaling!! and VRC+ Custom Emoji!!!!! and a ton more! and fixes!! and other improvements!!!

This Open Beta is now available on all platforms. The SDK will come later, within a few hours.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

Please read the full patchnotes!

https://docs.vrchat.com/v2023.2.4/docs/latest-release

Quick FAQ

How do I use the Beta?

Please see this post: #open-beta-info message

Why can't I see my friends? Why do I get a "Game Version Mismatch" error?

You can't Live instances with this Beta. It is not network compatible. That means that this version of VRChat can't talk to the old version (or has been asked not to, to avoid errors or weird behavior).

You will not be able to join on Friends! You should use the VRChat Open Beta group to find other testers. https://vrc.group/BETA.0000

If you don't see a Group Public instance up, open one! Oops, looks like there's a bug that prevents creating Group instances in the Beta. We'll get that fixed.

Where can I go to try out Avatar Scaling?

We've enabled Avatar Scaling in the Avatar Dynamics Hub: https://vrchat.com/home/world/wrld_f995a2eb-7ddc-4558-aef1-815c3b23df6c

How do I turn on Avatar scaling for my world?

Via the VRChat Home website or via Udon functions.

Web: Go to https://vrchat.com/home and log in. Click "My Worlds" on the left. Clicking the world you want to edit. Click "Avatar Scaling" so it's enabled Click Save Changes. Don't forget to click Save!

Udon: See the docs here: https://creators.vrchat.com/worlds/udon/players/player-avatar-scaling

My GoGoLoco Scaling is broken!

This is intentional. Please see Known Issues for an explanation!

Why is Scaling off by default?

We thought about this one for a while! Consider the two choices we had:

Scaling off by default - Old worlds keep working like they do. Authors can update if they want to allow the function in their world. This does not require all authors to appear out of the woodwork to fix old worlds. The tradeoff is that some older worlds won't have scaling enabled.

Scaling on by default - Some worlds break immediately. Many worlds are affected in ways that the authors did not anticipate or design for. Those authors must update or their content is broken. This requires authors to appear out of the woodwork to fix old worlds. Tradeoff is that you can use scaling everywhere.

Both solutions aren't ideal, sure, but the one that requires less collective work (and breaks the least content, which is always our goal at VRChat) is scaling off by default.

#

Client Patchnotes

New Features

  • Avatar Scaling!! Surprise!
    • You can now change the size of your avatar in the Action Menu!
      • Open your Action Menu, go to Expressions on the right, then Quick Actions. "Avatar Height" will let you change your avatar's scale, if enabled in the world you're in.
    • Click on someone and click "Match Eyeheight" and you'll match their height immediately!
    • Scaling is disabled by default in worlds and must be enabled by world authors. However...
    • It's really easy to turn it on! Log into the VRChat website, go to the page for your uploaded World, edit the world, toggle on Avatar Scaling, and save. Done!
  • Custom VRC+ emoji!!!
    • VRC+ subscribers can now upload 5 custom emoji of your choice via the website or in-game!
    • Edit, create, and animate them! Use images from your gallery, take a picture, or upload images from the website with a VRChat account!
    • Animate your emoji with 12 brand-new animations in addition to any from our existing emoji for 27 total to choose from
    • We also added a buncha new Accessibility focused emoji!
  • Added search to Settings!
    • Under the Settings tab in your Main Menu, you'll see a brand new text input field in the top right corner to find what you need faster.
  • **The first localization release is here! **
    • Our community-powered localizations of Korean, Spanish, French, and Italian are now Live with this update! The tooltips in our Quick and Main Menus will now appear in your selected language.
    • You can select a different language in the Main Menu. It's a part of our new user flow now, too!
  • Quick Menu now matches the Main Menu a lot better!
    • The layout and design of the QM now matches the layout and design of the Main Menu.
    • No more flipping between the two with one small bead of sweat dripping down your forehead, quietly cursing us under your breath. Well, more than usual.

Fixes and Improvements

  • Updated the Here menu tab via the Quick Menu with a new design, which will be shown to everyone in beta but only a select few on live for testing purposes
  • If you are disconnected due to network issues, we’ll now return you to your last instance instead of your home world more consistently, and we’ll also pop a disconnect message
  • Users no longer need the normal "Open Group Permission" in order to open Group+ and public instances
  • Portal placement marker no longer stutters while moving your avatar
  • Changed the Graphics Quality setting to be more consistent and better track custom and fixed presets, similar to how other games work
  • Description boxes for avatars and worlds now scale with the content inside of them
  • Chat bubbles no longer get stuck in a semi-transparent state
  • Group thumbnails now appear consistently in size across the menu
  • VRC+ subscribers can now wear self-uploaded avatars from their premium favorites list even if their sub has lapsed
  • Long Group search text now truncates
  • Added tooltips for some Group notifications
  • Improved sorting for Friends when set to "Location" sorting
  • Can now view your own avatar details despite already having details open from another user
  • Added warning popup when clicking on launch links that lead to unsupported worlds
#
  • Improved performance and behavior when scrolling through lists with lots o' thumbnails
  • Added notification when updating shield level in the Safety menu
  • Increased size of world description boxes in Main Menu
  • Updating user voice distances via Udon will take effect quicker than before
  • Avatars now get cleared out of memory after 60 seconds of no one wearing them instead of 5 minutes
    • This should help a lot on Quest in particular, as it has a relatively small amount of memory available
  • Recently updated avatars no longer load show old avatar stats
  • FOV changes no longer affect the login page
  • Moderation actions, such as blocking and muting someone, will now be logged locally
  • Everyone who participates in a vote kick will now be alerted of the result
  • Various tooltip, UI, button, error, and crash fixes

Camera Improvements

  • Earmuffs visual aid will now only show if UI visibility is enabled when using the camera to take pictures in VRChat
  • The "Trigger takes photo" setting under the Camera Menu now persist after restarting VRChat
  • Fixed issued when using the camera with auto-level and and look-at-me are both enabled
  • Re-triggering the camera tooltip warning no longer progressively makes it larger with each click
  • Added auto-leveler to portrait mode photos

Known Issues

These are bugs that our QA team found and have already logged, so you don’t need to submit a Feedback post for them.

  • Avatar scaling breaks GoGoLoco “Broke” scaling feature, even if VRChat’s scaling is turned off.
    • This is both a technical and “by design” break. If a world author chooses to turn off scaling, but someone can scale anyways with GoGoLoco, then the system breaks. So, we had to break Broke. 🤔
    • For reference, Franada (the creator of GGL) packages “risky” functionality into the “Broke” version specifically because that functionality might be broken or made redundant with future updates or additions to VRChat. This is one of those times!
  • If you update or upload a new version of a world after adding the Enable Scaling option/world tag, the option/tag will be reset and must be re-enabled
  • Groups are having issues loading. When loading another user’s groups, you get an error “Bad Response Data”. This also results in strange behavior in other Groups UI screens.
  • Settings search shows some settings twice. Example: type 'chat' to see chatbox twice.
  • We observed some avatars (like VRRat) that appeared very large for a test Quest user after all testers joined a new instance. VRRat returned to the correct scale after the user opened the Avatar Scale menu in the AM.
  • If you playspace away from origin, avatar scaling will teleport you around proportional to how far away from origin you are

Creators

SDK

Features

weak raft
#

Hello <@&503009384968749076> testers! We've got a new build out for you! This is VRChat 2023.2.4, build 1312.

Very small patch to address a major issue with the Beta before the weekend.

As always, please post your feedback to https://feedback.vrchat.com/open-beta


We understand we're being restrictive with Avatar Scaling right now! This is likely (but not for sure, but pretty sure!) a temporary state due to us wanting to be careful. We'll likely make it less restricted in the near future. This will be evaluated as we see how the feature rolls out and how people use it.

Further, we're considering all the feedback everyone is giving and appreciate those doing so! Feedback is really important for us, and we always read and listen as much as we can.

Most of the bigger Feedback posts have been set to Tracked, which means they are in our internal systems. Tracked Bug Reports means that the bug is known and is being triaged. Tracked Feedback/Feature Requests means that the request is being considered by the designers of those features.

Importantly: "Tracked" status does not mean that item will be addressed, fixed, or changed! It just means "we saw this and put it in our internal tracking systems"!

We will do our best to make as many people happy as possible. Even if your bit of feedback is not addressed right away, please rest assured that it has been seen and is being considered in some way, shape or form.


https://docs.vrchat.com/v2023.2.4/docs/latest-release

There's also a new SDK released! Check out the info on that here: #udon-general message

Client

Fixes

  • Fixed groups pages with links not loading and causing the groups page to enter an error state
weak raft
#

Hello <@&503009384968749076> !

You might be a bit confused! We just released a Live patch that contains some of the fixes and features from the current Open Beta. Here's why.

We're delaying the release of 2023.2.4 for a few reasons.

First, we want to change Avatar Scaling to "on by default" (aka, "opt-out"). All old worlds will have avatar scaling on by default. You can turn it off with a button on the site or via Udon in the world. All new worlds will also have it on by default, and our VRCWorld prefab/scene will be updated with some basic controls as well. This was almost certainly going to be the case after some data gathering anyhow!

This is a result of the feedback we've gotten, as well as a few other factors!

Additionally, there's a lot of bugs with Avatar Scaling (and other features in this beta) that we aren't going to have the time to fix this week! The reason this is important is that our next two weeks are otherwise occupied, and we won't be able to do releases during that time. So, instead of rushing something out and having you live with bugs for two weeks, we'll just hold it for now.

I also want to take a moment to talk about how we roll out big, platform-wide changes like Avatar Scaling. Sometimes we're going to roll out features in more restrictive ways at first, and then consider opening them up later. This goes double when it impacts older content in ways the author may not have expected. Not just technical things, but also design and vision things. We think about this for both worlds and avatars -- we want to be careful when we're "forcing" changes on creators.

When we release those features, we'll watch how users use them. If we need to iterate or open them up more, we'll do so -- after release, and after we've gathered data and convinced ourselves. It's way easier to roll back something that's "off by default" than it is to roll back something that's "on by default." For example, if/when we implement a native Flying system, it absolutely will be "off by default", even though we'll be breaking fixing avatar flight methods bugs at the same time. ||No, avatar flight isn't on the way. No ETA. It's just a good, similar example. 🙃||

Anyhow, we'll try to get some more updates in this week. The Open Beta will remain open. We'll loop back around to releasing Avatar Scaling in mid-July.

Thank you!

weak raft
#

Hello <@&503009384968749076> testers! We've got a new build out for you! This is VRChat 2023.2.4, build 1314.

This beta is not network compatible.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

Client

Changes and Improvements

  • Avatar scaling is now on by default in all worlds.
    • World creators: You can turn it off with a button on the VRChat Home website or via Udon in the world.
      • You can also use Udon to swap into "World Authoritative" mode, where you control scaling in your world
    • Our VRCWorld prefab/scene will be updated with some basic controls as well in a future SDK update, but not quite yet
    • You can read more about why we’re turning it on by default here: #open-beta-announcements message
  • Added five new avatar-scaling related parameters available to AV3 animators! These are read-only parameters, so you can't change scale by changing these parameters
  • Added a "Reset Height" button to the Action Menu, which allows resetting to original heights outside the 0.2-5m range if your avatar is "naturally" outside that range
    • Of course, worlds can detect you resetting to a height outside that range and say "no, seriously, you need to be within the ranges I say". This takes extra work, though! We expect those systems to mostly be used in worlds where being too smol small or too beeg large would cause problems with the world
  • A couple of changes to the new Quick Menu "Here" page:
    • The pending friend request icon has been restored
    • Users that are your friend will have their unfriend buttons removed on these cells (unless you block them)
    • The 'i' button has been removed and instead, you can click on the profile picture of the user or the area around their name and status to view their details page
  • The Social tab in the Main Menu now sorts people in private instances in the “Friend Locations” section alphabetically

Fixes

  • It's no longer possible to set the maximum height to something lower than the minimum height
  • Fixed an issue where the Action Menu would not scale correctly on non-humanoid avatars
  • Voices are no longer offset from the avatar when rescaling
  • Nameplate position no longer too high or low after rescaling
  • Fixed log spam during world loads when face mirror is enabled
  • HUD elements overlapping face mirror no longer flicker
  • Added consistency to Main Menu avatar details when displaying avatar eye height and custom scale values
  • The FBT Spine Mode and Avatar Measurement settings no longer reset when installing a new version of VRChat
  • Removed duplicate sections appearing in settings search
  • HUD position is no longer affect by avatar scale
  • World portals are no longer partially broken on network-incompatible versions
    • They’ll now lead to a same-server instance or create a new one if required

Known Issues

  • If you scale up your avatar to a different height, then enter a world that does not have avatar scaling enabled, you will remain at that set height from the last world. This part is intended! What isn't intended is that the "Reset Height" in your Action Menu is grayed out. You can still revert back to your "prefab" height by using "Reset Avatar" in your Action Menu or using the Main Menu to reset your avatar's height
weak raft
#

Hello <@&503009384968749076> ! New build! This is VRChat 2023.2.4 build 1317.

This build is not network compatible with any other builds, including Live and old Open Beta builds.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

Fixes

  • Native scaling now works for people with and without avatar scaling prefabs!
    • Avatars shouldn't break if you already have a scaling system installed, so no avatar update needed, but we do suggest updating to remove the old system eventually.
  • Physbones now scale correctly when isAnimated is disabled
  • Custom content uploads, such as custom emoji, gallery images, and avatars, will now appear in game without needing to restart
  • Scale constraint offsets now scale correctly with avatars
  • Playspace movement (like with OVRAS, or just like... walking away, lmao) now plays nice with avatar scaling.
  • Caught the Open Beta up to 2023.2.3p3 so it has the same fixes

Creators

  • Root scale is now enforced, and it is no longer possible to use animations on avatars that affect root scale. Use armature or child object scaling instead!

Known Issues

  • Scaling while stationary will not maintain the playspace offset correctly. It seems that it's still using a world-space offset so when scaling up, the offset appears to get smaller, and when scaling down, the offset appears to get larger.
  • Entering a world with a scale set other than default may break your avatar, a reset will fix it.
  • Calibrating FBT while really small will cause issues on new world joins
  • Generic avatars currently don't play nice with very small sizes
weak raft
#

Hello <@&503009384968749076> testers! We've got a new build out for you! This is VRChat 2023.2.4, build 1318. This release is network compatible for beta testers, but not for live.

This was almost a release candidate, but we found a few bugs. Just FYI, to illustrate where we're at in the release process.

No SDK update with this beta.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

Client

Fixes

  • Local test avatars are fixed!
    • Additionally, the local test avatar list now reloads in-game without restarting if new ones are added or deleted.
  • Generic avatars and avatars without Animator components now work properly with avatar scaling.
  • Full Body Tracking callibration no longer gets messed up after switching instances.
  • Fixed the Loop of Infinite Joining(™) you'd get stuck in when trying to join an instance you didn't have access to.
  • Set and saved avatar height will now be kept reliably between instances.

SDK

Creators

  • Removed the distinction between heights set by the player and by Udon.
    • This means that when Udon enables/disables the player-controlled scaling mode, it will no longer trigger a height change.
    • Setting a height via Udon will no longer disable the player-controlled avatar scaling mode.
  • OnAvatarEyeHeightChanged now fires for users in a room for late joiners.
  • Added the ability for users to exist at the scale they last chose when entering a world or when existing in a world where player scaling is disabled via Udon.
    • The world can force them to another height if necessary, or, if the tag to disable avatar scaling is used, they will be set to their prefab height.
  • Disabled setters for scaling PlayerAPI functions entirely, enforced prefab scale, and disabled relevant UI elements in cases where scaling has been disabled via tag on the website.
  • Changed the behavior and timing of the OnAvatarChanged and OnAvatarEyeHeightChanged events to fire more reliably.
  • Changed the signature of the OnAvatarEyeHeightChanged event.
    • The float parameter is now the previous eye height, and the new eye height can be obtained via the provided VRCPlayerAPI object.
  • Added client-side clamping for eye heights between 10cm and 100m to match clamping for remote users.
    • Attempts to set eye heights outside of these limits with Udon will set the eye height to the nearest bound. Users will be allowed to exist at their prefab scale even if outside of these bounds, unless specifically limited in Udon or if the avatar scaling disabled tag is selected via the website.

Known Issues

  • Sometimes remote users will appear smaller than they are actually scaled
  • Swapping to a different avatar than what you were in originally after using a local test avatar does not work correctly
sharp tide
#

Greetings <@&503009384968749076> testers! As we mentioned in our recent dev update we're starting up a live compatible ik-beta again. Please keep all discussion related to the ik-beta in the #ik-2 channel to help separate it from our usual open beta tests. Here are the changes you can expect if you hop on the ik-beta.

  • Rework of tracker handling system:
  • Changed how we request data from OpenVR, greatly reducing tracker jiggle for SteamVR trackers
  • One handed mode no longer kicks you out of FBT
  • Connecting too many SteamVR devices should no longer prevent the last few devices from being usable (unless you have 64 devices!). Note: this doesn't mean 64-point tracking! This is addressing setups where having many base stations or other devices caused some trackers to not be recognized.
  • Added a new launch argument: --ignore-trackers=serial1,serial2,etc which will prevent trackers with the specified serial numbers from being used with calibration
  • "Lock-Head" and "Lock-Both" spine modes have been improved, targeting more expressive and stable results. The original TPose orientation of bones will affect IK solving in these modes as well.
  • "Lock-Both" now uses dynamic spine length rather than crumpling at the neck
  • "Lock-Head" will now curve the neck and spine more when you lean or recline
  • Chest tracker behavior is more stable, especially in "Lock-Both" mode.

Please provide any feedback related to the ik-beta here: https://feedback.vrchat.com/vrchat-ik-20 providing the first four characters after the hyphen in the build tooltip seen when pointing at the build in the bottom of the settings menu. The current build is w_2023.2.3p3-6d09f8672b, so providing [6d09] will work.

To join the ik-beta, select "ik-beta" from the beta options when right clicking VRChat and viewing its properties in your Steam library.

sharp tide
#

Hello again testers! The IK-Beta has been updated to build [fa68]. This is a small patch to address some early feedback:

  • The chest and neck will be able to bend slightly more while in lock-head and lock-both modes.
    See the above post for information on how to join the test and provide feedback. Thanks very much to those who have provided feedback already!

Just reiterating above to help keep feedback separate from the current Open Beta, please keep IK-Beta discussion to the #ik-2 channel and feedback would be appreciated here: https://feedback.vrchat.com/vrchat-ik-20

weak raft
#

Hello <@&503009384968749076> testers! VRChat 2023.2.4, build 1319 is now out for beta testing. This release is not network compatible with Live.

This is a release candidate! If everything goes well, we will release this build to live on Monday.

No SDK update with this beta.

As always, please post your feedback to https://feedback.vrchat.com/open-beta

Client

Fixes

  • Fixed an issue with local test avatars that caused issues swapping back to a non-test avatar
  • Improved scaling behaviour while switching avatars
  • Fixed an issue where switching or resetting avatars would sometimes cause the wrong scale to be displayed for remote users
sharp tide
#

Greetings testers! The live compatible IK-Beta has been updated to build [6e29]. Here are the changes:

  • Thanks to testers a bug was identified that introduced a small amount of added latency to the tracking rework. Hand controllers should once again feel snappy. Reduced latency also applies to the lower body, so you can expect slightly more responsiveness there as well (without sacrificing any of the jitter resistance)
  • An existing feature called Shoulder Width Compensation has been made optional and can now be turned off in the Tracking & IK main menu. This feature has been compensating for human and avatar shoulder width mismatch, allowing narrow shoulder width avatars to fully extend arms above their heads.

As always, it's appreciated if you can keep feedback separate from the current Open Beta. Please use the #ik-2 channel for discussion, and submit feedback here: https://feedback.vrchat.com/vrchat-ik-20. Thanks!

sharp tide
#

Greetings! The IK-Beta has been updated with the changes from the 2023.2.4 live release version, and is once again live compatible!

Additionally there are some new changes in this build [64ad]:

Tracking changes:

  • Lock-Head mode now supports positional chest tracking (was previously twist-only).
  • This version is softer than the Lock-Both positional chest tracking. Isolation dancers will likely still prefer Lock-Both for chest tracking.
  • The "Freeze Trackers on Disconnect" feature should have fewer instances where disconnected devices are frozen at the wrong location
  • Trackers will now freeze relative to playspace rather than head direction
  • Temporarily occluded trackers should now freeze in the playspace rather than flying off while occluded
  • Added the "Tracker Motion Prediction" slider to set how much prediction you need for tracker latency compensation. 0% is the previous IK-Beta behavior (which removes jitter caused by motion prediction) and 100% is the same as live.

Addressed feedback on edge case poses:

  • Slightly reduced how far spine can compress
  • Reduced bending when beyond the limit of dynamic spine compression

Known issue:

  • Calibrating while using the avatar scaling feature set below your default avatar size may cause problems with the avatar's feet

As always please keep your feedback separate from any usual Open Beta if one is running. Please keep discussion in the #ik-2 channel and please provide your feedback here: https://feedback.vrchat.com/vrchat-ik-20. Thanks!

sharp tide
#

Following up with another very small patch to the IK-Beta. We're now on build [f7ad]:

  • Fixed an issue that caused only the feet trackers to follow the new "temporarily occluded trackers should now freeze in the playspace" behavior. Now all trackers should properly freeze in place when occluded.
weak raft
#

Hello <@&503009384968749076> testers! VRChat 2023.3.1 (1330) is now on our beta branches for all platforms!

This beta is network compatible!! woohoo! woohoowin

Full patchnotes are in our docs, as usual!

Please post any feedback to our Open Beta Feedback board. Remember, if you didn't post the bug, then the bug isn't reported!! and its ALL YOUR FAULT if it makes it to live. YOU (just kidding) (kinda) ( :))))) )

New Features

  • Added video link support to Quest!
    • Previously, you'd have to use a direct video link or an external link resolver to get videos from various sites to play on Quest. Not anymore! Video links of all kinds will work.
    • We've implemented a link resolver similar to the one we use on PC, so now you can play video on Quest without having a direct video link. You can simply paste in the URL.
    • See our Creator docs for our allow-list of services that work without having to Allow Untrusted URLs.
  • You can now purchase yearly VRC+ subscriptions on Oculus Quest!
    • There will be a new button on the VRC+ menu yearly subscriptions, with a 16% discount versus subbing monthly.
    • ⚠️ Yearly VRChat Plus subscription purchases will not work on the Beta on Oculus Quest.
  • We also redesigned the VRC+ homepage in the Main Menu!
    • If you're a subscriber, this page will now change to indicate the status of your sub, as well as show VRC+ specific settings.
  • New "Avatar World" filter added to search for when you just need something cool to wear

Improvements

  • Group menu improvements including:
    • Merged the Join a Group and Group Search categories into one.
    • Moved the Group Locations category from the Social tab to the Groups tab and renamed it to Group Activity.
    • If you're not a member of a group we'll prompt you to find or create one.
  • We've made it possible to throw all your VRChat pictures into one, big, unsorted folder.
    • Adding picture_output_folder to your config file and pointing at a valid folder should now redirect all pictures taken in VRChat to that folder instead of My Pictures/VRChat.
    • You can also stop sorting pictures by date by adding picture_output_split_by_date to your config file and setting it to false.
  • Added a Group Nameplate Banner toggle to the Action Menu
#

Fixes

  • Group Locations no longer shows incorrect instance cards.
  • Instance list no longer disappears when switching pages.
  • The Forced Camera Near Distance setting now properly displays your setting in the menu.
  • Fixed the "Jump To Section" button on the Help & Info page.
  • Removed the Change Mic button from Quick Menu audio settings on Quest.
  • Removed persisting "Fallback" tooltip when switching between menus.
  • Quick Menu in VR no longer acts freaky when expanding the Group selection drop down menu.
  • Closing the Main Menu with the avatar details page open no longer pops an error when opening the menu again via the Quick Menu.
  • Large avatars no longer overlap or block the avatar report modal when opened.
  • Main Menu avatar previews no longer affect world lighting when entering a world with no directional light.
  • Added some missing strings from localized login flows.
  • Added a link to our documentation in VRChat for users using unrecognized controllers.
  • Tooltip improvements for the reporting flow.
  • Stopped the Search keyboard from bugging out when holding down the mouse/trigger.
  • All worlds now show under a world author's profile regardless of platform.
  • Main Menu tooltip for locking and unlocking the menu no longer shows incorrect information.
  • When restarting VRChat, the Show Filter on any wing menu set to World will no longer reset to Recent Worlds.
  • Master volume toggle now updates other dependent toggles.
  • Ban From Group button weirdness is fixed (it was showing up in places it shouldn't have been like a tiny, UI ghost)
  • Updating your profile no longer removes your language selections.
  • Fixed issue where the debug UI on Oculus PC was invisible.
  • The "Add Friend To Favorites" button from the Quick Menu has been added to the Main Menu as well.
  • Blue object highlights no longer appear in screenshots taken from the Quick Menu.
  • Removed some old, defunct buttons from the Worlds tab.

Creators

  • **Added support for OSCQuery!! **
    • Applications that implement OSCQuery can automatically find VRChat and configure themselves to send data.
    • Native support for multiple OSC receivers! VRChat will automatically find OSCQuery apps which support data it can send, and open up a new port to send that data to each supported receiver.
    • You can still configure OSC using Launch Options. However, if you don't, VRChat will automatically find a good UDP port if you turn on OSC at runtime.
    • See the Unity Examples for more information on setting up an OSCQuery App to send and receive data.
  • Added support for sending out head and wrist tracking data from the VR system over OSC. This feature will require the receiving app to use OSCQuery. This requires enabling an option in the Tracking and IK section of the Main Menu: "Allow Sending Head and Wrist VR Tracking OSC Data"

Known Issues

  • Lighting in avatar preview can be affected by world settings
  • Muting/Unmuting via key or button does not play a sound
  • OSCQuery: Input/MoveBackward provides an incorrect description
sharp tide
#

Greetings <@&1136085996254003260> testers! This is a small patch to bring the IK-Beta up to speed with the 2023.2.4p1 live patch. The IK-Beta is now on build [b2a7] which includes the following changes:

  • Fixed slider snapping for the Tracker Motion Prediction slider
  • Fixed most cases of calibration issues that were introduced with the scaling update
  • Known issue and note: You should now be able to calibrate with legacy IK solving turned on but it still has some issues with its calibration when switching worlds. At some point (possibly soon) legacy IK solving will be deprecated. (Legacy IK solving is separate from legacy calibration).
eternal flame
#

Hello <@&503009384968749076> testers, we've got a new build for you. VRChat 2023.3.1, build 1331 is now out for beta testing! This release is network compatible!

As always, drop your feedback on our Open Beta Feedback board!

Client

Fixes

  • Fixed incorrect avatar preview lighting depending on world
  • Reverted the behaviour of auto-level and look-at-me on the handheld camera based on user feedback
  • Fixed various issues with the user page in the quick menu
  • Fixed VRC+ feature callouts appearing when they shouldn't, e.g. while using the keyboard in-world
  • Fixed mute/unmute sound not playing when using the keyboard/controller shortcut
  • Improved video URL resolver behaviour in some edge-cases
  • Fixed issues with instance list scrolling on the world details page

Creators

Fixes

  • Updated the description for the "MoveBackward" OSCQuery endpoint

Known Issues

  • The "Hide Avatar Globally" button still appears grayed out even when functional
weak raft
#

hiii open beta hello we updated straight to live but here's what the latest build had different from the last one just fyi

Client

Fixes

  • The Quest icon has been found and returned to Quest-only worlds on PC
  • Fixed an issue where the Block Avatar Globally button in the QM appeared disabled
  • Group activity page is no longer cut off at the bottom
  • Improved stability when using the non-Toggle microphone mode
  • Light from the avatar preview in the Main Menu will no longer affect the world's sun direction
  • Various security fixes

Creators

  • Multiple OSC updates:
    • OSC accepts UTF-8 encoded strings for the chatbox again
    • Service on Windows will now bind to local IP instead of loopback
    • OSC will now send Avatar Int parameters in the correct format

ok bye

no i dont know when ik beta will be updated please wait for kung to answer this question and dont bully them theyre VERY busy!!!!!!!!!!!

sharp tide
#

Greetings <@&1136085996254003260> testers! The IK-Beta has been updated with changes from the 2023.3.1 live release version 1332 and is still live compatible!

In addition, there are some new changes in this IK-Beta build [9ae0]

  • Dragging/jitter of the lower body that occurred with head rotations in FBT when viewed over the network should be greatly reduced!
  • Added an option for one handed calibration
  • Mixed OSC Tracker and SteamVR tracker setups should now properly give priority to whichever tracker is closest to a binding point on the first try
  • Fixed an issue that caused auto-footstep feet to point in the wrong direction when using hip tracking without feet trackers
  • When using the Freeze Trackers on Disconnect option, turning off all of your trackers, and then disabling the freeze option to return your tracking to 3pt mode, you should once again be able to interact with the seated mode button.
  • It's expected behavior for the seated mode button to be disabled when in "full body" due to remaining frozen trackers that are still active, but this hadn't been returning to interactable when disabling the freeze trackers option in the main menu
sharp tide
#

Hello <@&1136085996254003260> testers! The IK-Beta is now updated to build [98d3] with a very minor patch with the following change:

  • Fixed an issue that incorrectly caused animations for non-FBT users to sometimes suddenly snap into place when locomoting.
sharp tide
#

Hi <@&1136085996254003260> testers! The IK-Beta has been updated with the changes from the 2023.3.1p1 live release version 1333. There are no IK-Beta specific changes in this build [0318].

sharp tide
#

Greetings <@&1136085996254003260> testers! The IK-Beta has been updated with changes from the 2023.3.1p2 live release version 1335. There are no IK-Beta specific changes in this build [0866].

sharp tide
#

Salutations <@&1136085996254003260> testers! The IK-Beta has been updated to build [f19c] with the following change:

  • Fixed an issue that caused the seated mode position to reset whenever your own avatar was loading (during avatar switch, avatar reload, joining a world, etc)
weak raft
#

haiiii open beta :3c <@&503009384968749076>

VRChat 2023.3.2, build 1340 is now in Open Beta!

This Open Beta is network compatible! You can use it alongside Live users with no problem.

As always, drop your feedback on our Open Beta Feedback board!

Full release notes are available in our docs.

New Features

  • New UI color picker for VRChat Plus subscribers! Customize your menu's look even more with your very own color scheme.
    • Open your Main Menu and head to the VRChat+ tab. Pick any colors you'd like to customize the look of buttons, icons, backgrounds and more for your menus.
    • You can name and save color palettes, so don't be afraid of experimenting with some new colors.
    • We'd really love to see what combinations you cook up, so please share them with us via our social channels by using the #VRChatUI hashtag!
  • Added a setting under Comfort & Safety that lets you choose which region your home world is created in when you boot up VRChat and press Go Home.
  • The search page in the Main Menu now has a "Recommended Searches" row.
    • This row will make it easier for you to access any saved searches as well as offer a few suggested searches that we've curated for you.
    • Playing on a system not set to English? We'll try and offer up some localized recommended searches that may help you find new worlds that share your language.
  • Added localization for certain languages to the avatar alerts, avatar details, and VRChat+ menu.
  • When viewing the groups of another user, any groups you have in common with them will now be listed at the top of the window.
  • We've redesigned our mic icon behavior to prevent burn-in issues in OLED displays.
    • Mic icons will now fade out after 5 seconds of inactivity, either muted or unmuted. It takes 10 seconds to fade out.
    • Mic icons will fade back in immediately after detecting input while in any state.
    • Notifications no longer fade to gray before fading out.
    • If you'd like to keep the old behavior, you can turn these changes off in your Main Menu audio settings.
#

IK Updates

A whole special section for the IK updates this time around! If you've been using the IK Beta, these updates may seem familiar to you. <@&1136085996254003260> , you should expect to see the IK Beta branch close down soon. Use this Open Beta instead!

  • A full rework of the tracker handling system.
  • Reduced tracker jiggle for SteamVR trackers.
  • Added the Tracker Motion Prediction slider to set how much prediction you need for tracker latency compensation. The new default behavior is 0%, which removes jiggle caused by motion prediction, and 100% is the same as the old behavior.
  • One handed mode no longer kicks you out of FBT.
  • You can now choose to calibrate FBT using a single trigger pull rather than using both controllers via an option in the Main Menu.
  • Connecting too many SteamVR devices should no longer prevent the last few devices from being usable.
  • Networking motion jiggle caused when rotating your head in FBT should be greatly reduced.
    • For creators: This adds support for getting the "AvatarRoot" tracking data from GetTrackingData().
    • This will return the position and rotation of the root transform of the avatar, which is the same transform that the player capsule is attached to.
  • Added a new launch argument: --ignore-trackers=serial1,serial2, etc. which will prevent trackers with the specified serial numbers from being used with calibration.
  • An existing feature called Shoulder Width Compensation has been made optional and can now be turned off in Tracking & IK via the Main Menu.
  • Lock Head and Lock Both spine modes have been improved, targeting more expressive and stable results. The original TPose orientation of bones will affect IK solving in these modes as well.
    • Lock Both now uses dynamic spine length rather than crumpling at the neck.
    • Lock Head will now curve the neck and spine more when you lean or recline.
    • Lock Head mode now supports positional chest tracking (was previously twist-only).
      • This version is softer than the Lock Both positional chest tracking. Isolation dancers will likely still prefer Lock Both for chest tracking.
  • Chest tracker behavior is more stable, especially in Lock Both mode.
  • With the Freeze Trackers on Disconnect feature, trackers will now freeze relative to playspace rather than head direction.
    • Temporarily obstructed trackers should now freeze in the playspace rather than flying off while obstructed.
#

Fixes and Updates

  • Match Eye Height button now works properly if the user was selected from the Here menu.
  • The world View More button no longer behaves weirdly in some parts of the Main Menu.
  • Corrected the HUD notification icon when receiving an invite request.
  • The face mirror will no longer show incorrect coloring in dark worlds on your avatar's face.
  • The group Join button no longer appears grayed out after viewing a group that's full.
  • Tutorial label text will now clear after closing the tutorial pop up.
  • The queue widget should no longer show position 0 in queue after logging out and back in.
  • Fixed the tabs along the bottom of the Main Menu not responding with Group Activity open in the Social menu.
  • The Quick Menu's UI Elements settings section was moved to the top of the page.
  • The Instance List now scrolls properly.
  • Your Bloom Intensity setting is now correctly applied as you load into a new world.
  • The handheld camera and (kinematic) pickups no longer jiggle or lag behind while sitting in a moving station.
    • Note to creators: Due to new internal handling of kinematic VRC_Pickup in stations, you must update their position in PostLateUpdate if you need to apply custom movement while they are in a user's hand.
  • OSC updates galore:
    • Fixed issues with chatbox and avatar parameter input via OSC.
    • Fix certain network conditions from preventing OSCQuery from starting or even in some cases preventing VRChat from loading correctly.
    • Block OSCQuery advertisements that match the client's receiving port, or name prefix, which avoids loops.
    • Reset OSCQuery state when disabling OSC from in-game, which allows proper reconnection and detection after re-enabling OSC.
    • Add Input/LookVertical axis as a supported OSC input.

Known Issues

  • The color picker really needs some default templates! We've come up with a couple and will have them built-in before we launch to Live.
  • Color picker on Quest doesn't work quite right
weak raft
#

HEWWO <@&503009384968749076>

VRChat 2023.3.2, build 1341's out!

This Open Beta is network compatible. You can use it alongside Live users with no problem. Give it a shot over the weekend!

As always, drop your feedback on our Open Beta Feedback board!

have a good weekend!!

Client

New Features

  • Localization will no longer appear on non-tooltip items, that other stuff isn't done yet!
  • Added default UI color palettes for the new VRC+ color picker!
  • Disabled rich-text for palette names and limited color palette names length limit to 12 characters

Fixes

  • Two avatar scaling fixes:
    • Cloth components now scale properly with your avatar
    • Nameplates and chat bubble now reposition properly when scaling
  • Reduced hitching on avatar loading while other avatars are unloading.
  • Microphone fading will now take configured input threshold into account.
  • VRC+ subscription page now shows correct expiration date.
  • Fixed issues with avatars not loading correctly or being stuck in loading pose.
  • Fixed an issue where corrupted avatar save data could prevent you from changing worlds.
weak raft
#

Hello <@&503009384968749076> ! We've just put a new SDK into Beta! SDK 3.3.0-beta is now available as a Pre-Release Package in the VRChat Creator Companion.

Oh, yeah: go add <@&1145797715725385809> via id:customize for further SDK update pings.

You can grab the latest Beta SDK via the VRChat Creator Companion. Make sure you enable pre-release packages! Find further instructions here: #open-beta-info message

This SDK release is a big one! It includes the ability to upload Worlds and Avatar without entering Play Mode, a full rebuild of the SDK Builder panel, much better thumbnail uploading, new APIs for tool developers, and tons of other bugfixes and improvements to the SDK.

Check out the SDK release notes page for full info.

If you find any bugs, please submit bug reports here.

Summary

This Open Beta release delivers a large rework of the Builder panel in the VRChat SDK. Including new UI, quality-of-life improvements, and easier ways to build and update your content.

⚠️ Important note for Tool Developers ⚠️

If you're making tools that integrate with VRChat SDK, pay attention! This is an important release, as it makes substantial changes to the SDK internals, specifically regarding the build and upload process.

We now provide public APIs for you to integrate with, and we will require you to migrate your tools to utilize them if you were relying on reflection or similar techniques before.

You can read more about the Public SDK APIs here.

Changes and Improvements

  • Uploading Worlds and Avatars no longer requires entering Play Mode!!
  • Fully rebuilt the SDK Builder panel with new UI and features
  • Updating the thumbnail no longer requires a full content rebuild and reupload
  • You can now select any image to be uploaded as a thumbnail
  • A standardized public API has been added for tool developers
  • Content Manager now marks the currently selected world and allows quickly setting any uploaded world as current
  • Countless bug fixes and improvements across Worlds and Avatars SDKs
weak raft
#

Hello <@&503009384968749076> ! Another new build for you. This one's special.

Open Beta VRChat 2023.3.2, build 1342, is now available on all normal beta platforms. It is network compatible.

vrcFire This build is running on Unity 2022.3.5f1! vrcFire

Unity 2022 has a ton of fixes, improvements, and new features!

Unity Upgrade?!

Yep! Previously, we've been building VRChat on top of Unity 2019. But now, we're moving to Unity 2022.

We do this every once a while to keep up with bugfixes, improvements, and that kinda thing with Unity. Also, they eventually deprecate old versions and since we're a live service kind of deal, we like to keep up with those fixes.

Also, the editor looks nicer.

Normally, this comes with some issues, like broken content, but this time...

No reuploads are required.

All content from Live VRChat works in this build.

We've done a ton of work to ensure as much content works as possible. Our Closed Beta testers found a bunch of stuff and we've fixed most of it. But we've almost certainly missed some stuff!

Test your content NOW.

vrcSiren If you have content you've uploaded to VRChat that you want to make sure works fine after a Unity upgrade, test it NOW. vrcSiren

Submit a bug report if something's broken.

It is LOTS easier to fix stuff now in Beta than it is to fix after we do a release. So please, please, check your content.

We want to minimize the number of people who say "wtf my stuff is broken!! nobody told me this was happening!!!" on Live release day. vrcTupCry

OK fine how do I report bugs

Submit all bugs you find to our Open Beta feedback board. We'll sort it out.

We are most interested in broken features, broken content, or unexpected differences between 2019 and 2022. We really appreciate well-made bug reports with reproduction steps and examples! Those are the most helpful and have the best chance of getting quick fixes.

We are not releasing a 2022 SDK yet.

Don't upgrade your projects yet!! Stay on 2019!

Open Beta will remain on Unity 2022 going forward.

This will allow users to use and test Unity 2022 while playing VRChat normally, so you can easily find and then report bugs.

We'll have builds for all normally supported Beta platforms, and we'll maintain network compatibility with Live as usual.

That being said, we will likely push VRChat 2023.3.2 to Live soon, but it'll remain on Unity 2019.

Rough Roadmap

So here's a rough plan of what you should expect.

  1. This Open Beta goes out on Unity 2022 right now!
  2. Soon, VRChat 2023.3.2 will go to Live, built on Unity 2019.
  3. Open Beta will stay on Unity 2022 to continue beta testing and iteration.
  4. At some point during Open Beta, we'll push a Beta 2022 SDK and provide migration steps. It should be fairly straightforward, especially with the Creator Companion handling it!
  5. Eventually, once we're OK with the state of Open Beta, we'll push to Live.

There's also some other bug fixes and improvements with this build of VRChat 2023.3.2.

Fixes and Improvements

  • Added a share button to the color picker that allows users to share and import color palette codes.
    • Clicking "Share" will copy a comma-delimited set of hex color codes that you can send to others
    • Clicking "Import" will let you import that set of hex codes
  • Re-enabled localization for login screen for our currently supported languages.
  • Color picker now works on Quest!
  • Fixed some incorrect tooltips in the IK settings.
  • Tutorial now always loads for first-time users.
  • Bottom menu tabs now highlight correctly with custom color schemes.
  • Fixed issues with sometimes not being able to join instances when a queue expires.
  • Custom color palettes now affect the group reporting dialog.
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<@&503009384968749076>

If you didn't notice, VRChat 2023.3.2 is now live!! You can see the full release notes in #announcements.

We also updated the open-beta so it's caught up with Live completely, so it's network compatible with live, but not previous open-beta versions. Of course, it's still on Unity 2022.

If you're curious here's a few fixes that got into Live since the last Open Beta patch. These are also merged into the current Open Beta.

Fixes

  • Gifting window now highlights the selected duration option.
  • Some text within the Main Menu Safety tab was not affected by custom text colors.
  • Spine rotation didn't follow head rotation in Full-Body Tracking with both feet but no hip tracking.
  • Jump now works in the first world joined after starting VRChat.
  • Fixed Korean localization...once again...for like the third time...but we swear this time it has a chance to work...
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heyooo <@&503009384968749076> got a lil update for you today before the weekend~ Open Beta is now on VRChat 2023.3.2p1, build number 1346, using Unity 2022.

This patch includes a few fixes, something for creators, and brings last week's [live updates](#announcements message) to beta!

As always, drop your feedback on our Open Beta Feedback board!

Fixes

  • Fixed the performance degradation on Quest
    • The performance on Quest should at least match Live now... but we're seeing some pretty encouraging improvements on top of that!
    • If you tried the 2022 Beta on Quest before and dropped off due to the performance issues, try it again!
  • Fixed the "missing DLL" log-spam
  • Some potential improvements to AVPro video player stability

Creators

  • Animator.keepAnimatorControllerStateOnDisable has been re-exposed to Udon. This property has been marked "Obsolete" in Unity 2022 and 1:1 replaced by Animator.keepAnimatorStateOnDisable. You should still change your scripts to use the new one once Unity 2022 is available on live.
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Hello again <@&503009384968749076> ! We just pushed 2023.3.3 (build 1347) to all our normal Open Beta platforms. It's network-compatible.

As with 2023.3.2, this Beta is on Unity 2022. However, that doesn't mean this version will go Live on Unity 2022.

This one's got a bunch of new additions, features, and even a whole new system:

  • The Content Gating system allows creators to label avatars and worlds with various labels. These labels will allow us to integrate a filtering system in a later update! We just released a blog post about this, check it out!!!
  • World Preloading lets you download a world before joining it! Click on an instance page and you'll see a new "Preload World" button. Click it!
  • Group Posts Timeline allows you to view ALL of the recent posts from your groups, instead of just the most recent one! Plus, you'll get a little "NEW!" marker when there's a new announcement you need to catch up on.
  • Tons of performance improvements! A whole bunch. Too many to name. We did a big pass on performance over the past while and this is the result. woo

As always, drop your feedback on our Open Beta Feedback board!

Full release notes are here, but we'll put them below for you too.

Features

  • Implemented the Content Gating labeling system.
    • Avatars and worlds can have Content Gating labels added to them at upload time or via the VRChat Home website
    • These warnings will appear in the VRChat UI
    • They will be used to filter content for users in an upcoming update.
      • THIS FILTER ISN'T IN YET, but we're telling you about it NOW.
      • We're putting in the labeling now/first so you can label stuff!
      • You really should read the blog post for more filter info, but here's the tl;dr:
        • Users under 18 have all Content Gating labels on by default, and cannot turn any labels off
        • Users 18 or older have all Content Gating labels off by default, and can turn each label on as they see fit
    • There's a LOT to this system, so please read more in our Content Gating blog post first!
      • We've also updated our Creator Guidelines to account for this new system and to define what each label means. Read it!!
    • More documentation will be added during the Open Beta process!
  • You can now preload worlds!
    • Click the Preload World button on the instance page to download the world without joining!
    • If you get an instance invite, preload from the triple-dot menu on the invite.
  • Added a timeline for Group Announcements!
    • Now you can read all the recent announcements from a Group! Scroll through the latest news from your favorite groups
    • Added a 'lil marker when a new announcement is ready for you, and added timestamps to posts
  • Added language detection!
    • If your system language is set to a VRChat supported language, we'll automatically switch your client to match.
  • Like, a lot of performance improvements...
    • General improvements to load times on all platforms, including worlds and first joins on Quest.
    • Numerous framerate improvements, including framerate when no mirrors or realtime lights are visible.
    • Nameplates now have better performance and less effect on framerate.
    • If Skip Go On Load is enabled, you'll now entirely skip the download screen for world's you've recently visited and jump straight to loading.
      • You can find this setting via Main Menu > Settings > User Interface.
    • Fixed a number of rare edge cases that could cause instability.
    • Loading screen and loading screen music no longer stutter.
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Fixes & Improvements

  • You can now choose which roles can see your Group announcements on a by-post basis!
    • You can select which roles can view an announcement
    • By default, all members can see all posts, but now you can make announcements to just your staff, just your VIPs, etc
  • Recommended Searches and Quick World Search buttons no longer have slightly different button colors.
  • Swapping gestures during an emote works properly again.
  • Made it so you can't interact with the Quick Menu during loading or when you're trying to enter text into the chatbox.
  • The VRChat Plus tab on Oculus and our tutorial have both been found after a brief disappearance.
  • Custom group text no longer overflows and cuts off.
  • Improved search results when searching for worlds that are not avatar worlds.
  • Also improved search recommendations row and removed duplicates from the suggested terms.
  • Fixed the Join Group button for groups that require approval to join.
  • Rich presence now lists the number of players inside group instances that are open to the public.
  • Cleaned up the All Groups page when viewing another player's groups.
  • Fixed alignment of the Mutual Groups page headers.
  • The Share and Import button tooltips for color palettes no longer show nonsense.
  • No more crashes when scaling an empty avatar.

Unity 2022

  • Fixed camera pictures appearing dull in worlds with heavy post processing.
  • AVPro audio should now work as expected on Quest.
  • Fixed some issues with audio volume sliders and reverb zones misbehaving.

Known Issues

  • In some circumstance, Quest 2 experiences significant framerate hitching.
  • On first viewing, avatar details page displays white text for performance values instead of green/orange/red.
  • All "View All" pages, like the listing of Groups a user is a member of, don't work properly
  • Unintended white lines are present in at least two places in the UI
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One more time, but this is for <@&1145797715725385809> !

SDK 3.4.0-beta.1 just got released! Grab it in the VRChat Creator Companion after you've enabled pre-release packages.

⚠️ TWO VERY BIG WARNINGS and one smaller one. READ! ⚠️

  1. Make sure you update to Creator Companion 2.1.3 before updating to this version of the SDK! Failing to do so will cause problems.
  2. Worlds published with this Beta SDK will ONLY have their Udon Programs work in the current Open Beta client, due to Udon Programs being compressed now. In short, don't use this in production!!
  3. If all you want to do is add Content Warning labels to your avatars and worlds, use the VRChat Home instead.

Read the warnings? Okay, good. Here's the release notes.

Changes

  • UdonSharp and ClientSim are now both included in the Worlds package within the "Integrations" folder.
  • UdonSharp and ClientSim added as "legacyPackages" in the Worlds package manifest to have the Creator Companion and Resolver properly remove them.
  • Updates old Content Tags the new Content Warning Labels
  • SerializedUdonProgram now uses compressed byte[] instead of base64 string. This avoids a giant string allocation in some worlds which persisted until the world was exited.
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HENLO <@&503009384968749076>

We just pushed 2023.3.3 (build 1348) to all our normal Open Beta platforms. It's network-compatible!

This Beta is still on Unity 2022. As before, no plans to push this to Live with 2022, the Live push will be on 2019.

This one brings a new change to world and instance loading that's a bit different, so please read up below!

As always, drop your feedback on our Open Beta Feedback board!

A Change to the "Go" Button!

We flipped around the "Go" button setting. Now, the setting is called "Show Go Button On Load", and it defaults off. We did this because if we turn it off, we can load you into worlds a bunch faster!

Because we're flipping a setting around, we had to set everyone to default (go button off) for this setting. If you want the Go button back, you can turn it back on by going into your Main Menu's Interface settings menu. Turn on "Show Go Button on Load" and you'll get it back.

Fixes and Updates

  • Somehow, an "Achievement" category got into the avatar menu. It's been removed
    • No, this was not intended and no, we're not planning achievements any time soon. Sorry if we got your hopes up!
    • What could a VRChat achievement even be? ...sounds kinda cool though...
  • Fixed incorrect or missing colors in the avatar details and performance pages
  • Fix an issue where separator lines appeared white in the worlds and world details page
  • Some links in MM Help & Info no longer appear as white rectangles.
  • Fixed rare cases of avatar loading getting stuck.
  • "View All" pages, like the listing of Groups a user is a member of, work correctly again.
  • Improved performance for avatars that are very far away by disabling their eye movement.
  • No more weird alert text appears when declining/clearing all notifications.
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hi <@&503009384968749076> uwu

Welcome to VRChat 2023.3.3, build 1350, now available on all normal beta platforms. Still on Unity 2022 and still network compatible!

As always, drop your feedback on our Open Beta Feedback board. vrcRat

Changes

  • More load time improvements!

Fixes and Updates

  • Screenshots now work again with F12 or the Quick Menu button.
    • And screenshots taken this way will now take into account your configured FoV!
  • Fixed a problem where Groups wouldn't load when making a Group instance if you launched VRChat on a profile with no Groups, then logged out and back into a profile with Groups.
  • Preload Quick Menu widget no longer disappears if you press on it while the world is still downloading.
  • Fixed an issue where the worlds search bar would not work after opening VRChat and accessing the worlds tab from the Quick Menu.
  • World preload progress bar now progresses properly when you leave and return to the worlds tab.
  • Fixed calibration mirror sometimes not appearing in front of you.
  • Your local nameplate (what you see above your head while you have the Quick Menu open) now scales with your avatar and better matches your head rotation.
  • Disabled the preload button when a world is not available on your current platform.
  • The VRC+ page is no longer missing for non-subscribers.
  • Found the missing plus character(+) from the Group+ button when creating a new group instance.
  • Group join welcome message no longer has a random button that says "NO," which was really funny but not supposed to be there.
  • Fixed an issue where dropdown boxes in the Main Menu were appearing with white backgrounds.
  • Group info on nameplates is now sized correctly.
  • The Represent Groups button now updates correctly after pressing it.
  • Fixed a weird edge case that led to issues when joining a world built from the world you've just left.

Creators

  • A few scaling fixes for you:
    • Constraint translation offset scaling is no longer broken for remote users or for avatars with non-default scales.
    • Constraint translation offset scaling now also updates in shadows and mirrors properly.

Known Issues

  • Invite requests do not show a toast notification on the HUD (only the little orange icon) and don't play any sound
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<@&1145797715725385809>

SDK 3.4.0-beta.2 just got released! Grab it in the VRChat Creator Companion after you've enabled pre-release packages.

Here's the release notes!

Changes

  • SerializedUdonPrograms are no longer compressed into Byte Arrays, which keeps them from working on the Live client (they only load in the Open Beta). This will be restored for the final version of the SDK. If your world was broken in this manner, delete the files in Assets/SerializedUdonAssets and they'll be re-created in the compatible format. Sorry!
  • Fixed an issue where Unity Editor would constantly use more memory if the Thumbnail "Capture From Scene" setting is left enabled while tabbed out to a different window.
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yo <@&503009384968749076> , got one for you before the weekend vrcRat

VRChat 2023.3.3, build 1351, now available on all normal beta platforms. Still on Unity 2022 and still network-compatible!

As always, drop your feedback on our Open Beta Feedback board.

Fixes

  • Fixed a broken localization string on the New World Instance button.
  • Join button on preloaded world UI banner now shows correct tooltip.
  • Fixed some occurrences where "Temporary Pose Space" components on avatars could cause performance issues over time.
  • New group announcement badge no longer cuts off.
  • Fixed an issue that sometimes caused languages in Main Menu profile to display incorrectly.
  • Collapsing the sidebar in the Main Menu no longer results in the expanded content overlapping the sidebar elements.
  • No more log spam every frame if a light is destroyed unexpectedly.
  • Fixed avatar download size not displaying if the avatar is included in the client.
  • Fixed an issue with camera renders via Udon (and sometimes mirrors) being head-chopped.
  • "Request invite" and "friend request" notification sounds and HUD popups now work again.

Creators

  • Animators on mirrorclones now run for a few frames on load to prevent some spawn-in effects from only starting the first time you see a mirror.

Known Issues

  • Non-humanoid avatars may appear duplicated for the local user.
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Hello <@&503009384968749076> !

We've just pushed a new build for Open Beta VRChat. It'll be 2023.3.3p1, but it won't be called that when you launch it. This patch contains two small but important fixes.

This beta is network compatible. It is only on PCVR platforms (Steam) and is not available for Meta Quest.

Meta Quest will be rolling back to 2023.3.2p2 in a few hours, alongside this going live.

We're asking anyone who's seen these issues on PCVR to hop into the beta and test it out.

Fixes

  • Fixed: Rarely when you leave an instance, you'll crash
  • Fixed: Sometimes you'll see people stuck and "frozen" in place

If all goes well and we don't see any major issues, expect to see the properly labeled v2023.3.3p1 go Live within a few hours. Expect an Updates ping when we do that.

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Hello <@&503009384968749076> !

We've just released a new 2023.3.3 build to Beta that includes some changes and fixes that'll fix the issues that forced us to roll it back.

This beta build is 1357 and is live on Steam and Meta AppLab. Please note, we no longer provide Open Beta builds for Meta Rift, previously known as "Oculus PC." It's network compatible.

Please test this build out! If it works well, we'll re-push 2023.3.3 to Live tomorrow, probably. We'd very much appreciate Quest 2 standalone testers, in particular! ||If you're using a Quest 2 on PC, sorry, that doesn't count. You're a PCVR user!||

Fixes and Improvements

Remember, these changes are on top of v2023.3.3.

  • Workaround for networking issues discovered on 2023.3.3
    • This should make the problem disappear FOR NOW, but is not a final fix! We will continue to investigate the issue.
    • We've already been able to narrow this issue down by a lot thanks to your help! Special thanks to those who tested on d-test and gave us feedback. Your assistance is greatly appreciated!
  • Memory usage and performance improvements
  • You can no longer open Group Public instances of Private worlds
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howdy y'all <@&503009384968749076>

Welcome to VRChat 2023.4.1, build 1370, now available on all normal beta platforms!

This version of VRChat is on Unity v2022.3.6f1. As you can see, it does not introduce any major new changes. We're focused instead on finalizing any remaining high-priority issues. This is probably the version we're setting on. Probably.

VRChat 2023.4.1 will take Unity 2022 to Live. This could happen as soon as next week, so pretty please with a cherry on top, test your content. This is the last chance, final call, etc etc.

If you're wondering:

"ooh, does this mean I should swap my projects to 2022.3.6f1???"

vrcPerfVeryPoor No. Do not upgrade your projects yet. vrcPerfVeryPoor

Unlike previous Unity upgrades, 2019 will work just fine for now, even when this version makes its way to Live. We're taking our time with the SDK update, so it is very probable that the SDK update will follow the client update by a couple weeks, maybe more.

So, for now, stay on 2019. Head up to id:customize and add the <@&1145797715725385809> role to yourself if you want to get pings for when we test and release the 2022 SDK.

As always, drop your feedback on our Open Beta Feedback board. vrcRat

Full patchnotes.

Client

Fixes

  • Mirrors appear in steady cam mode again.
  • Mirrors are no longer black when using stream camera.
  • Mirror mirror on the wall, who is the prettiest avatar of them all...
  • Stream camera no longer shows black artifacts in some worlds.
  • Post-processing effects are no longer broken in stream camera.
  • Reverb zones now behave correctly when setting their volume via Udon and no longer cause distorted audio.
  • "Buffer particles" behave like in Unity 2019 again.
    • Some workarounds proposed by community members will still function correctly. We strongly recommend switching to those regardless and not relying on this specific behavior going forward.
  • Mesh colliders with read/write disabled and non-uniform scaling applied are no longer broken.
  • Particle systems with mesh emission will illuminate correctly again.
  • The initial loading screen, and certain worlds, will no longer cause a duplicated/generally messed up view on Meta Quest.
  • Video players no longer stutter at low client framerates.
  • HMD rotation no longer flips at certain angles on headsets with canted displays (e.g. Pimax)
  • Throwing pickups that are set to kinematic for the duration of the hold are supported again.
    • Note that the timing of applying the force had to be changed (Unity 2022 does not support velocities on kinematic objects), so reading the velocity in OnDrop will only work for non-kinematic rigidbodies now.
  • Animating properties like Allow Grabbing on PhysBones works correctly again.
  • Certain custom animator configurations using a T-Pose controller no longer get stuck in some states.
  • Fixed avatars freezing and desyncing from the player's location.
    • Properly, this time around. Anyone who has experienced this issue before, or helped us out on the d-test beta, testing again on this new version would be much appreciated. 🙏
  • Fixed brief blue screen flash when launching VRChat on Meta Quest.
VRChat

Open Beta - 18 October 2023 - Build 1370

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Hello <@&503009384968749076> testers! New build time!

The Open Beta is now on VRChat 2023.4.1, build 1371.

This is a release candidate! If nothing goes wrong with this release and there's no major blocking bugs, we expect to ship this to Live soon.

As a reminder, this build is on Unity 2022, but creators should keep their development projects on Unity 2019 until told otherwise.

If you find any bugs or issues with the beta, please ensure you report it to the feedback boards. If you find a bug and don't report it, we won't be able to fix it!

Improvements

  • Completed localization in our login flow, so now all strings should be properly localized
  • Reduced the number of interrupting pop-ups during the new player registration flow

Fixes

  • Fixed an issue that caused a placeholder to appear for user name and status instead of the actual name/status
  • Fixed the user camera lagging behind slightly in some situations when look-at-me was enabled
  • Unity 2022: Fixed an issue where billboard particles set to "Align by Direction" were flipped by 90 degrees
  • Unity 2022: Fixed an issue where some avatars appeared at incorrect sizes, or did not scale properly
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Hellooooo <@&503009384968749076> testers! We've cooked up a juicy one for you this week with lots of stuff we'd love for you to test: Impostors, Content Gating v2, improved instance matching, and something big coming later...

VRChat 2023.4.2, build 1381, is now available on all open beta network platforms and ready for your feedback on our Open Beta Feedback board. Yes, it's network compatible. No, I definitely didn't forget this note.

Full notes are here!

Before we get into it: The Meta Quest 1 is officially deprecated with this patch, 2023.4.2. The Meta Quest 1 will be unable to launch VRChat starting with this version. So long, and thanks for all the fish!

Initially, this will only affect the AppLab beta platform during the Open Beta. Once this patch ships to live, Quest 1 headsets will not be able to update to this version anymore.

New Features

Content Gating

vrcAlert A few months back, we introduced Content Gating. Now, when you upload any new content to VRChat, you're asked if it falls under any of following labels: sexually suggestive, adult language and themes, graphic violence, excessive gore, or extreme horror. With this new release, we're adding the second big piece of Content Gating: Content Filtering!

  • You can now filter avatar and world content using Content Labels
    • These labels are: sexually suggestive, adult language and themes, graphic violence, excessive gore, and extreme horror
  • These filters are off by default if you are 18 or older. They are always on and cannot be turned off if you are under 18 years of age
    • Your age is determined by the birthday you entered during account registration
  • Added a new Content Gating section on the Safety Settings page to control content filters
  • You can report Worlds or Avatars for not being properly labeled by reporting them
    • Added a "Missing Content Warnings" report category for worlds and avatars

Impostors ||ඞ||

vrcSiren Impostors are here!

Impostors are avatar body doubles that show avatars in situations where you'd usually see a fallback avatar or robot. They give the illusion of being the original avatar while bridging the gap between different systems in VRChat. For example, if your avatar is Windows only, an Impostor will show your friends on other platforms a simplified but still recognizable version of you.

🧪 OPEN BETA: So, while this version of the client includes everything necessary for Impostors to work, we're putting the finishing touches on impostor generation. As such, you can't generate impostors on demand yet... which makes them hard to test. 😅 We'll let you know once you can generate your Impostor.

A few notes:

  • An Impostor will also show when there is a performance issue or block.
  • You can only generate impostors for avatars you own and have uploaded.
  • Impostors currently only work with humanoid avatars.

Please read our documentation here on generating and editing your Impostor.

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Fixes & Updates

  • Mini update to search UI!
    • We've added tabs to the search results page to make navigation easier.
    • New All tab with top results from each category to make searches quicker
    • Including the words avatar, avatars, avi or avis in your search will default you to the avatars tab!
  • Pickup's autohold should no longer break while in a moving station, such as sitting in a moving car.
  • Fixed handheld camera and menus jittering while in a moving station.
  • Object highlighting effects (e.g. blue dashed lines to pickups) now scale better with your avatar size.
  • The handheld camera's interaction radius now scales with your avatar size, making it easier to hold and avoid accidental grabs.
  • The Quick Menu Here page no longer starts out scrolled to the bottom.
  • Fixed the Group Locations list sometimes appearing blank when there are open group instances.
  • Fixed placeholder "User Name" and "Custom Status" text displaying instead of your friends' actual username and status.
  • The Groups Gallery tab is now properly labeled.
  • SDK test avatars no longer cause the Main Menu Avatar Details page to display incorrect information.
  • Double-clicking the Main Menu Avatars tab, World tab, or Social tab will open up the Search page set to Avatar Worlds, Worlds, and Users respectively.
  • Main Menu sidebar list bubbles, like Recently Visited, now correctly appear again and show the count within the page.
  • Opening the VRChat Main Menu, Quick Menu, or any pop-ups now disables all screen-space canvases and re-enables them when closed.
  • Fixed a bug where players could report their own worlds.
  • Added the FBT Locomotion animation settings that existed in Quick Menu to Main Menu.
  • Add a UI icon to avatars to indicate if they have passed or failed their server-side performance scan.
  • Images are now cached on disk to help speed up UI loading times.
  • Mouth movements will now be disabled on avatars that move far away from you, which will help with performance.
  • Further memory improvements (we say this a lot but we've been working on it a lot!!)
  • And further load time improvements on PC and Quest!
  • Guided Mode testing has been removed. After lots of testing and feedback, we've decided to pursue another direction with this feature. Thank you to everyone that participated!
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Creators

  • Hugely improved the Shader Fallback system, which will more correctly initialize and copy values from unlike shaders.
    • This should result in far less shiny or metallic avatars when shaders are blocked.
  • Updated Standard Lite, which now retroactively supports reflection probes, ambient occlusion, and detail maps. Any Quest avatar using Standard Lite that relied on metallics should now look more like what you would expect.
  • Added a "Supersampled UI" shader for mobile worlds. This shader performs supersampling at the texture sample level, allowing you to have extremely readable texture-based text without sacrificing mipmaps.
    • Recommended for both PC and mobile.
    • This also updates loading screens and VRChat UI to use the new supersampling.
    • This will detect uses of the original Default/UI shader and dynamically attempt to replace it with VRChat/Mobile/Worlds/Supersampled UI. This is a drop-in, compatible version of the Default/UI shader which supersamples the texture, resulting in sharper and more legible text with little to no notable performance reduction.
  • Fixed Networking.IsInstanceOwner always returning true.
  • Grabbing objects now correctly takes the "Proximity" value of pickups and interactables into account.
    • Previously, there was a certain avatar-scale dependent minimum value that couldn't be reduced.
    • You can read our documentation on pickups here.
  • Avatar particles with random properties now appear consistently in mirrors.
    • Constraint components are no longer added to mirrored avatars to help improve performance.
    • This may impact avatars that use constraints to hide objects from the local avatar while still having them appear in mirrors.
    • The FX layer of the mirrored avatar is initialized after the FX layer of the non-mirrored avatar. You should use this method instead if you want objects that are visible in mirrors but not in first person.
    • You can view VRLab's example on how to set this up here.

Known Issues

  • You can't create impostors right now. So, uh... they're kinda hard to test! But the code's in there, I swear.
    • Like we said up above, we're working on it and we'll let you know when we've got it ready so you can impostorize all your avatars
weak raft
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<@&503009384968749076> Greetings, esteemed travelers of the beta-verse.

Today we bring you version 2023.4.2, build 1383, available on all normal beta platforms. Reminder that this no longer includes Meta Quest 1 devices.

Drop your feedback on our Open Beta Feedback board, or the brand-new Impostors Feedback board!

Impostors are here! For real this time!

You can now generate Impostors via the the VRChat homepage. Go to Avatars, then My Avatars, and click which avatar you want to make an impostor of. You'll see a Generate Impostors button! Click it!!

In the future, this will be automatic. For now, it's an opt-in feature while we're ironing out any issues.

You'll be notified once the impostor has been created via an in-client notification. Currently, you're limited to generating 10 impostors per day.

The following still applies:

  • An Impostor will show when there is a performance issue or block.
  • You can only generate impostors for avatars you own and have uploaded.
  • Impostors currently only work with humanoid avatars.
  • Impostors will only show on the open-beta branch, users on live will see a fallback or robot.

Read our documentation here on generating and editing your Impostor, and use the Impostors canny to report issues or request features!

Fixes & Updates

  • Fix a crash that occurred when loading images in the menu or during world loading.
  • Spamming input keys, specifically the chatbox hotkey 'Y', will no longer cause further inputs to be blocked.
  • Fixed an issue that would cause control bindings to not save between sessions.
  • UI elements other than the login flow and Tooltips no longer appear localized.
    • That one slipped in by accident, full UI localization is coming! But it's not ready... yet.
  • Improved progress bar when loading cached avatars.
  • Cloth components will scale correctly with your avatar again.
  • Changing the "Max Avatar Download Size" now applies to already downloaded avatars as well, and will reload them into Impostors or Fallbacks as appropriate.
  • Unity "Camera" components are now tied to the "Lights & Particles" safety group instead of friend status and will respect forcibly showing someone's avatar.
  • Fixed an issue with the handheld camera that caused visual glitches when UI and smoothing were both enabled.
    • The camera will now actively avoid clipping into itself.
  • Uh, at some point, the "avatars hitch on load when Unity Terrain is in the scene" bug stopped happening, so yay

Known Issues

  • On Quest, impostors may fail to load and instead get stuck in loading a fallback
  • Intermittent crashing may be observed on some Quest devices
  • Microphone mute toggle sound effect may sometimes be missing
  • Nameplates on Impostors are not correctly placed
weak raft
#

Hi <@&503009384968749076> testers!

As you've probably noticed, the queue for Impostorization is quite long! We've noticed too. Y'all really like impostors!

We'll be updating the website soon to let people know that they should expect long impostorization times. I also want to add that this isn't the status quo, and we expect to make changes and buff up services in a way that'll result in faster impostors. poi_strong More info on that later. In short, we're workin' on it.

For now, your patience is appreciated! Also, thank you for putting our systems to the test. It's a great benchmark for going live, as the Open Beta should be!

Keep an eye out for more Open Beta updates, coming Soon™️

weak raft
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<@&503009384968749076> Beta Hello all, we've got a super special one for you today 😄

Today we bring you version 2023.4.2, build 1384, live-compatible, available on all normal beta platforms. We're going to get right into it because its something we've been working on a long time to get right and we're really really really excited to share it with you all:

The Creator Economy

Creator Econo-what now?

Over the last few years, we’ve talked about something we’ve called the “Creator Economy.” It kinda already exists! Folks have been buying and selling stuff in VRChat for a long time. But, as it stands now, creators within VRChat have to jump through a series of complicated, frustrating hoops if they want to make money from their creations.

For creators, this means having to setup a veritable Rube Goldberg machine, often requiring multiple external platforms, bespoke Udon scripts and external servers, name-matching, image-encoding... just a whole lot of jank. For supporters, it means having to sign up for those same platforms… and then hope that the creator you’re trying to support set everything up correctly, and crossing your fingers you didn't misspell your name.

The end result is a mess. So we’ve built something better.

https://www.youtube.com/watch?v=mgcAvzNVmRo

We’re thrilled to announce our first step into VRChat’s Creator Economy, Paid Subscriptions!

Paid Subscriptions allow everyone in VRChat to directly support the creators they love, while also empowering creators to build unique experiences as a way to say thank you. Creators will be able to hook subscriptions directly into Udon, meaning that they’ll be able to create rad, brand new experiences and content that you can set up however you like.

This isn’t where we’ll be stopping. We've got a LOT more planned! We decided Paid Subscriptions was a good place to start for all the reasons you can read here in our blog post. If what you want to do in the VRChat Creator Economy doesn't work with this system, let us know. We either have something on the way for you, or we'll add it to the list.

But I don't want to read a blog post...

Well, go watch the video then..... ok fine here's the TLDR:

  • We are now introducing the first step in VRChat's Creator Economy with Paid Subscriptions.
  • Qualified creators can now sell Paid Subscriptions which grant a "Paid Role" in a creator's group for a period of time.
  • Users can purchase VRChat Credit packs from $4.99 up to $99.99 to pay for creator subscriptions in VRChat directly through Steam, Meta, Google, etc.
  • Users can use VRChat Credits to purchase Paid Subcriptions for periods of time. You can buy a month of time, 3 months, a year, or anything in between!
  • We've added a Marketplace tab so you can browse Creators and see what's available!
  • Yes, even in the Open Beta, you can make purchases from Creators!
  • Creators who sell group roles can use Udon to grant special abilities for paying members
  • Everyone will be able to buy stuff, but not everyone will be able to sign up to make money from their creations just yet. We'll be ramping creator availability up over the coming weeks to ensure everything goes smoothly.

Any other questions you may have will likely be answered in our blog, so please go read it even if you hate reading!

And be sure to drop your feedback on our Open Beta Feedback board! We've also got a special Creator Economy Feedback board if your feedback is more specific.

From awe-inspiring avatars to mesmerizing worlds, the ingenuity of our creators — streamers, roleplayers, musicians, dancers, and more — has always been the heartbeat of VRChat. But what if this creativity could fuel not just passion, but livelihoods too?

With Paid Subscriptions, that’s no longer a “what-if.”

Over the last few years, we’ve ta...

▶ Play video
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Fixes and Updates

  • TAA post processing is now force-disabled in worlds and will no longer cause any issues with transparency in worlds.
  • Fixed issues with loading favorite friends and social presence.
  • Minor improvements around shader fallback for Standard Lite
  • Fixed text spacing on avatars in wing menus.
  • Fixed impostor loading and intermittent crashing on Quest.

Oh, also! The Quick Menu has a clock now.

weak raft
#

Impostor generation will be temporarily disabled due to technical issues! We'll get back to it after the US Thanksgiving holidays.

Edit: looks like it won't be paused, but it will be a lot slower than it was earlier today.

weak raft
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<@&503009384968749076> Hi everyone!! We hope you're enjoying testing the Paid Subscriptions patch as much as we're enjoying seeing the bugs we missed...

Please enjoy VRChat version 2023.4.2, build 1385, live-compatible, available on all normal beta platforms. We've got a lot of great fixes, specifically a handful for the Marketplace, subscriptions, and purchases UI.

Fixes & Updates

  • Login screen no longer rotates after logging out in desktop mode.
  • Improved behavior of avatar download size limits on Quest, and excluded Impostors and Fallbacks from the changeable limit.
  • Reduced shininess of SteamVR models, like visible Index Controllers, while the Main Menu is open or in loading screens.
  • Fixed an open beta issue with default UI materials in worlds losing properties such as color.
  • Added experimental "outline-style" microphone icon and "pixel-shifting" to prevent burn-in
    • Pixel shifting moves the HUD a small amount of pixels over time. It's imperceptible!
    • The outline style is self-explainatory... the icons! they're outlines! woah!!
    • Both options can be enabled in Settings. Search for "experimental"
    • Both options are force-enabled on Bigscreen Beyond headsets
  • Camera components are once again gated behind a user's friends status.
    • However, if you select the user and click "Show Avatar", cameras will be enabled regardless of them being your friend or not.
  • Added a new built-in avatar parameter IsOnFriendsList, type boolean, that does exactly what you'd expect it to!
    • ... its true if the user wearing the avatar is on your friend list. that's what you should expect it to do
    • See our docs here
  • Number formatting on VRC+ purchase button now correctly includes an additional .99 cents.
  • Turning using joystick input while pointing at the Quick Menu works again
    • Will potentially resolve some other turning-related instabilities? who knowwwwwwsssssss
  • Fixed localization error on notifications.
  • Fixed an issue where the wrong tooltips were displayed for Impostors-related UI in the avatar details page.
  • Fix avatar previews sometimes sticking around after closing the Main Menu (no more mini-mes, although they somehow keep coming back…).
  • Fix rare case of avatars being incorrectly positioned in the Main Menu preview.
  • Fix instance list sporadically showing entries from other World pages.
  • Improved the speed of instance list appearing when viewing a World page

Paid Subscriptions UI Fixes

  • Expiry notices on subscriptions no longer show at incorrect times after cancellation.
  • Fixed numbers overflowing on the transactions panel in the Marketplace menu.
  • Corrected padding on credit balance on the purchases section in the Marketplace.
  • Padding on credits button now adjusts properly when the VRChat Credits number gets big.
  • Ensures that canceled purchases on the Meta store no longer shows an empty error message box.
  • Fixes a desync between group purchases and the purchases panel in the Main Menu.
  • Fixes expiry dates being wrong after canceling a subscription.
  • Subscription confirmation modal details can no longer overflow the text area.

This document is written with the assumption that you know a bit about Unity Animators.

weak raft
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<@&503009384968749076> heya! Another round of fixes for you, we're now on build number 1386. Still network-compatible, and available on all beta platforms.

Be sure to drop any issues you encounter on our open-beta feedback board!

Fixes & Updates

  • Fixed an issue where impostors could be rendered differently between both eyes in mirrors.
  • Subscription purchases extending an existing one are now shown as one item in the subscriptions tab.
  • Improved alignment on a variety of UI elements.
  • Added a "cancel" button to the transaction processing overlay, just in case things don't complete in a timely manner.
  • Wallet balance is now hidden while Streamer Mode is enabled.
  • Avatar scaling no longer breaks or prevents further changing after entering stations (seats).
  • The \V symbol no longer appears for unrelated notifications.
  • The "Social Identity Bar" at the top of the Quick Menu has received some upgrades:
    • The clock can now be toggled between 12 and 24 hour mode by clicking on it.
    • The user icon now uses the correct image if you have VRC+, and hides itself if you don't.
    • Clicking on your name or icon now leads you straight to your own profile page.
  • Reduced incorrect white borders and shimmering on certain UI elements.

Creators

  • Fixed overzealous supersampled shader replacement on Text components in worlds.
  • Added MSAA artifact correction to the supersampled UI shader that replaces the default wherever possible in worlds.

Impostors

  • Avatars with upper chest bones now generate impostors with heads and arms included.
  • Avatars with double root bones or other esoteric armature layouts should now be able to generate properly.

Note that for both of these to apply you will need to regenerate your impostors. You can do so on our website, by selecting your avatar, first removing any existing impostors, and then clicking "Generate Impostor" once more.

If you encounter other issues with impostorization, drop your avatar ID and screenshots on our Impostors feedback board!

Known Issues

  • Instance list loading has gone back to being bad, dang it.
  • Shader fallbacks are sometimes extremely shiny and metallic.
weak raft
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<@&503009384968749076> 👋 2023.4.2 is now on live, at build number 1388 - check out the main announcement channel. For the very interested however, here is the changelog compared to yesterday's builds!

Fixes & Updates

  • Fixed an issue where your bio wouldn't appear to save correctly in the menu.
  • HUD notifications no longer display the message twice, the message twice, for moderation actions.
  • Fixed instance list loading - well it's still a bit wonky (we're working on it) but it should function no less than before at least, maybe slightly better.
  • Prevented the Marketplace Spotlight icon from eventually turning into MissingNo.
  • Reduced size of product thumbnails to avoid stutters and high network/memory usage.
  • Fixed fallback shaders having incorrect metallic and smoothness options.
  • Removed "sort by price" option from "active purchases" listing.
  • Fixed an issue where you could not cancel portal placement in worlds with no valid positions.
  • The client no longer throws errors at you when receiving an invite to a world hidden by your content filtering settings.
  • Fixed role description being too small to read in "subscription purchase confirmation" dialog for products with long descriptions.
  • Fixed cancelling a stacked subscription causing it to appear unsubscribed even if you didn't cancel with the "immediately" option.
weak raft
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<@&1145797715725385809> <@&503009384968749076> Announcing the Open Beta Release for VRChat SDKs Compatible with Unity 2022!

We're excited to bring you updates to our SDKs and Creator Companion that work with Unity 2022, bringing better performance, stability and new features to the VRChat Creation experience in Unity.

First off, let's cover something VERY IMPORTANT.

⚠️⚠️⚠️ Backup Your Projects ⚠️⚠️⚠️

Please make a backup of ANY PROJECT that you are going to work with. You can do this using the Creator Companion, git, plastic, or even just make a copy of the folder. Please don't lose your work!

How to Get The Updates

First, you need to download the Creator Companion, or if you already have it, press the "Update" button that appears on the home screen to install the latest version.

How to Migrating Existing 2019 Projects

Please read through these steps carefully to migrate your projects to Unity 2022 and SDK 3.5.0-beta.1.

How to Make New 2022 Projects

Our docs page New Worlds and Avatars in 2022 has the details on making new projects.

How to Report Issues

Please report issues under SDK Bug Reports on Canny, with [3.5.0-beta.1] in the title of the Post.

Changelogs

SDK: https://creators.vrchat.com/releases/release-3-5-0
VCC: https://vcc.docs.vrchat.com/news/release-2.2.0

weak raft
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<@&1145797715725385809> <@&503009384968749076> We've re-published the packages for 3.5.0-beta.1 as 3.5.0 in order to fix some issues with version comparisons for community packages. They are otherwise the same, but no longer require prerelease packages to be turned on in order to use them.

weak raft
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<@&503009384968749076> If you didn't see, we have an update on the SDK's state in #announcements ! Please go read it.

The Beta channels will remain open over the holidays so that there's a decent spot to talk about bug reporting and issues in the latest SDKs. Not the most intuitive setup, but hey, it's what we've got.

weak raft
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Long time no see <@&503009384968749076> vrcRat Introducing the first OB patch of 2024?? It's a big one...

VRChat 2024.1.1, build 1400, is now available on all beta platforms and is network-compatible!

Be sure to drop any issues you encounter on our open-beta feedback board!

Full patchnotes here, or...

New & Shiny

  • Traditional Chinese is now available as a tooltip language.
    • In addition, we'll now attempt to detect the language of your operating system on first launch and automatically localize if your language is available.
  • There is now a Clear button on the in-game keyboard.
  • You can now tap/click the headers of UI menus in order to scroll them back up to the top quickly! This works for all scrollable Quick Menu and Main Menu pages, even the wings.
    • You can toggle this feature off in settings if you decide that it's not for you.
  • Groups tab & Search result UI improvements!
    • Groups are now searchable using the global search UI.
    • Multiple small improvements to the new search UI, such as better defaulting to "All" to get to the best result quicker.
  • Added an Avatar Details button to the Main Menu profile page. This button is the same as the one found on the Quick Menu, which lets you easily inspect other player's avatars and impostors!

Fixes & Updates

  • Greatly improved image loading speed across menus!
  • And memory improvements!!
  • And general load time improvements!!!
  • And many fixes and improvements for localized tooltips and toggles!!!!
  • The nameplate no longer displays the wrong platform if the same VRChat account is opened on multiple devices at the same time.
  • Improved voice audio fade-in behavior when joining worlds.
  • We now keep your local microphone disabled until you visually enter the world: Speak your secrets into the loading screen void with confidence!
  • World-specified camera reference clipping distances should no longer affect the VRChat menu.
  • Fixed issues with Chinese Simplified, Japanese, and Korean languages not displaying their characters correctly.
  • Fixed an issue where the "emergency avatar" would load when holding down the right menu button.
    • It now correctly requires both menu buttons to be held on VR controllers (or backslash on the keyboard) while switching avatars or loading worlds.
  • Static portal UI improvements and general fixes:
    • Dormant static portals show whether they will lead to public or invite instances.
    • When entered, they show user count/countdown timer/group name like dynamic portals do.
    • Fixed several bugs that could cause static portals to not send users to the same instance.
    • Fixed an issue with world portals spamming exceptions in the log.
  • Multiple camera fixes:
    • Fixed bloom and vignette post processing effects from causing transparency artifacts on pictures taken with the environment layer disabled.
    • MSAA is now enabled correctly for handheld camera pictures.
    • Depth-of-field effects are now always consistent between the camera preview and saved pictures, regardless of the configured output resolution.
  • Fixed preload notifications sometimes not appearing when preloading multiple worlds in succession.
  • Preload notifications are now automatically dismissed as you join the preloaded world.
  • Custom emojis now properly refresh if a new emoji is uploaded while the custom emoji menu is already open.
  • You should no longer see avatars colored pink and in a t-pose animation for a frame when somebody switches avatars.
  • The "Ban User From Group" option no longer displays an incorrect message when selected.
  • Fixed an issue where the first chatbox message notification sent by a remote user would be played at full volume, regardless of distance from the local user.
  • Fixed preload notifications sometimes not appearing when preloading multiple worlds in succession.

(1/3)

#
  • Purchasing enough VRC+ for a player to grant them more than 10 years of subscription time no longer breaks the purchasing flow. Don't ask how we discovered this bug but let's just say some of you REALLY love VRChat.
  • Fixed avatars occasionally failing to load when switching to a local test avatar and then going to a new world instance.
  • Fixed microphone toggle button sometimes not working after using input fields.
  • Fixed an issue that could cause the OSC reset button to fail without notification.
  • VRChat no longer reports the incorrect listening port for OSC when changing it via the launch parameter.
  • OSC movement input will no longer sporadically disable VR tracking.
  • Avatar particle systems are now synchronized in mirror clones. (You might have seen this in a previous patch, which we had to revert. Please say hello to this fix again.)
  • Fixed network debug information panels.
  • The Mouth & Jaw value in Tracking Control no longer persists if the avatar is changed.
  • Rephrased the message that appears when avatars are blocked from loading due to low memory to "Too Many Avatars".
  • Fix fast toggling of contact receivers and senders via animators breaking them.
  • Fix contact receivers not initializing properly if they are intersecting while the avatar loads.
  • Fixed an issue that prevented Group Activity from loading on the Main Menu's Social tab.
  • Changed the number of pickups in range of each hand that can be reliably processed from 32 to 96.
  • Fixed an issue that caused a few UI toggles to not respond at framerates below 20 FPS. This includes the chatbox, AFK, Nameplates, and HUD visibility.
  • Re-added the Back button to the single sign option on the login page.
  • Fixed issue where the Marketplace Subscriptions menu was always showing a new notification alert.
  • Fixed an issue that caused other users in the same instance to appear as offline when viewing their account details in the menu.
  • Expired and deleted subscriptions no longer show incorrect information in the menu.
  • Fixed alignment of subscribe button text labels.
  • Fixed displaying incorrect text when attempting to leave a group.
  • Selected microphone device name label now updated correctly in settings.
  • Chatbox size setting no longer affects nameplate size - they are separate sizes now.
  • Fixed Earmuff Mode state desyncing when logging out and back in while the mode was enabled.
  • Flick select setting no longer resets to off when switching between VR and Desktop mode.
  • Fix some cases where icons would show usernames in streamer mode.
  • Avatar details now properly display download size on default avatars.
  • Color filters now apply to every UI menu and element correctly.
  • Favorite buttons toggle to unfavorite states correctly.
  • Backspace on the virtual keyboard will now correctly re-center text.
  • Improved cursor intersection calculation! For example, UI elements moving under the cursor while it's stationary will now highlight and be clickable correctly.
  • Double clicking the Groups tab in the Main Menu now opens up the search page and default results to the Groups tab.
  • Cursor position now updates immediately when using the keyboard, even at low framerates.
  • Keyboard no longer randomly opens in certain media player worlds.
  • Added new buttons to clear cache in Debug menu.
  • Fixed an incorrect tooltip in the Main Menu Avatar page on the Delete button that appears when VRC+ subscriptions expire.
  • Cleaned up the menu headers for Main Menu VRC+ avatar lists after subscriptions expire.
  • Fixed an issue that prevented the Groups page from loading properly after logging out and back in.
  • Fixed an issue on non-VR platforms (and mobile) where screen space canvases will disappear forever if you open the camera.

(2/3)

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Creators

  • Added uint _VRChatCameraMask global shader property containing the active layer culling mask of the camera whenever _VRChatCameraMode is not zero. Check out the documentation here.

Known Issues

  • Menu camera (the one that opens when you want to add a custom emoji, icon, or invite picture) is not working.
  • Some impostors may rarely display as large pink quads on Quest devices.
  • Local build and test is not working.
  • URL input field popups can behave a bit weird (visual bug only).

(3/3)

wise furnace
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Hello <@&503009384968749076> peeps! Update time!

We're now on VRChat 2024.1.1, build 1401.

If you find any issues with the beta or want to leave us some feedback, please report it to our feedback board !

Fixes & Improvements

  • Build & Test from the SDK should work again.
  • Clicking your own user details will now correctly highlight the User Profile tab in the Main Menu.
  • The keyboard's "Clear" button now respects read-only input fields.
  • Fixed a bug that caused other users to appear as the wrong avatar if you opened their User Details while they're in the instance with you.
  • The Menu Camera (for custom icons, invite photos, etc.) works again.
    • It was supposed to also capture post-processing in worlds now, but that part might still not be working :(
  • Fixed brightness slider in Graphics settings.
  • Fixed incorrect string showing when joining a group.
  • Resolve an issue where Anisotropic Filtering was capped too harshly.
    • On Quest and Mobile platforms, we still limit it to x8 filtering for performance reasons.
  • Fixed input field popups behaving strangely (they auto-select text again, and will start with placeholder text correctly).
  • Taking a screenshot with F12 no longer turns VRChat into Windows XP Solitaire mode.
weak raft
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<@&503009384968749076> Sorry for the weekend ping, but in case you're on Open Beta and you've been plagued with a weird audio bug where, in busy instances or worlds with tons of audio sources, voices suddenly sound like they're inside your head, that's a beta bug!

Swap back to Live and you'll be good. We'll figure it out next week.

Have a wonderful rest of your weekend! vrcTupHi

wise furnace
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<@&503009384968749076> More updates inbound!

Welcome to VRChat 2024.1.1, build 1402.

If you find any issues with the beta or want to leave us some feedback, please report it to our feedback board!

Fixes & Improvements

  • Potential workaround for player voice directionality breaking in populated instances.
    • ...but we're not entirely sure about this fix. Let us know if you still run into this problem and any details you may have on this specific feedback item!
  • Various lists in the menu no longer fail to update in certain scenarios.
    • This fixes the Here tab in the QM showing incorrect players, among others.
  • Build & Test from the SDK should work again, again (this time even with spaces in names).
  • Triple-clicking text within the keyboard will now select all of the text within the field.
  • Fixed some audio devices not being detected after a disconnect/reconnect.
  • Fixed refine and sort options when searching Avatar Worlds.
  • Resolved a font issue for Traditional Chinese text.
  • Fixed a bug that could leave the personal mirror slightly askew even when mirror snapping was enabled.
  • Overall performance improvements for CPU-bound scenarios on PC.

Impostor Fixes

  • All impostors now look more connected, solid and stable.
    • This fix is backwards compatible - there's no need to regenerate your impostors!
  • Fixed a bug that could cause an impostor to explode into giant screen-filling magenta quads.
median moss
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And for curious open-beta users

<@&503009384968749076> 2024.1.1, build 1403 has just been released to live on all platforms. Here's the changelog relative to 1402, the previous open-beta build, for the curious :)

  • More and betterer fixes for the audio spatialization bug.
  • Newline characters (\n, \v, ...) are now officially whitelisted for OSC input to the chatbox.
  • Fix avatar layer weights failing to synchronize in mirrors and the user camera.
  • Fixed group announcements in main menu sometimes failing to load.
  • Fixed an issue where the scrollbar in the Group Search menu would not appear.
  • Fixed issue where the Avatar Preview would occasionally fail to display in the Avatar Details Menu.
  • More microphone disconnect stability improvements.
  • Improved lighting on impostors.
  • Fixed global shader property _VRChatCameraMode breaking while looking at mirrors.
  • Improve stability with low near clip values in certain worlds (fixes some crashes when using "Forced Near Clip").
  • Improve detection of certain controller input events that were broken during the Unity 2022 upgrade.

VRChat provides multiple global shader parameters Shader creators can use to implement VRChat-specific features.

VRChat

OSC as Input ControllerWe support a lot of different controllers in VRChat: keyboard + mouse, gamepad, a plethora of VR trackers, etc. We're opening up that further by enabling you to control most of the inputs over OSC as well!With this, you could create a program to control VRChat with your head, ...

median moss
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Hey <@&503009384968749076> ! Something special for you today, make sure to read the notes below!

This is VRChat 2024.1.1p1, build 1420 (version is the same as live for now, build number is different). It is network-compatible, but with an asterisk - read below.

As usual, drop any issues you encounter on our open-beta feedback board!

Full release notes here: https://docs.vrchat.com/docs/latest-release

Special Beta Notes

This patch reworks a bunch of internal networking and Udon infrastructure. As such, this version doesn't contain many visible changes, and the patchnotes below might be a bit vague. We're not hiding any changes here though! Any expected user- or creator-facing differences are listed. Anything else is likely a bug!

The focus for testing things on this beta should be on compatibility with advanced Udon network use cases, any issues with player or world loading, and other breakages of existing content.

The beta is network-compatible, but if you do encounter any network-related issues, it would be very helpful to determine if the problem still occurs when only open-beta users are in an instance.

Some features will only work reliably if all participants are on this beta.

Fixes and Improvements

  • Users and nameplates no longer appear at 0,0,0 for a moment while loading in.
  • The amount of data that you can send with manual synced UdonBehaviours in one serialization has been increased from 65024 bytes to 280496 bytes.
  • Fixed timing for OnPlayerJoined and OnPlayerLeft so that the VRCPlayerApi instance in these callbacks is now guaranteed to be valid.
  • LocalPlayer is now guaranteed to be valid in Start and OnEnable.
    • This was already mostly reliable, but there were some race conditions where it could fail.
  • It is less likely for ObjectSync to be floating for late joiners.
  • ObjectSync should behave better when coming to a rest.
  • Avatar scale will sync faster when joining a world.
  • Users that are still on a loading screen will now appear later and with a progress bar indicating they are "Loading In...".
median moss
#

<@&503009384968749076> Hear ye, Hear ye! VRChat 2024.1.1p1, build 1421 is now available, fixing most of the issues reported so far.

The build is still network compatible, but make sure to read the "Special Beta Notes" in the previous announcement for details!

Drop any new issues you encounter on our open-beta feedback board!

Fixes & Improvements

  • Networked Udon scripts that are disabled during world load initialize correctly now.
  • VRCObjectPool works reliably for late joiners again.
  • Local instances should no longer appear double in the Main Menu.
  • Fixed an issue where badly timed internet disconnects during scene loading could lead to crashes.
  • Fixed VRCObjectSync not initializing if Udon toggled the "active" state during load.
  • Fixed VRCObjectSync interpolation failing after objects were resting too long.
    • Generally improved VRCObjectSync interpolation for slow update rates.
median moss
#

'Sup <@&503009384968749076> ratWICKED (message Part 1 of 5? 6? who knows)

Got a big one for you today.

This is VRChat 2024.1.2, build 1431, network compatible. This patch builds on top of the already ongoing network-beta and contains all changes from that, plus everything listed below!

We shipped the networking changes as a standalone change last week to get some early feedback. Thanks for all the testing and reports! Because it appears to be fairly stable already, we feel comfortable giving you all the rest of this update as well :)

Y'all know the drill: Drop any issues you encounter on our open-beta feedback board, and view the full release notes here.

Upcoming Avatar File and Memory Limit Changes

Last year, we quietly implemented a limit to the maximum, uncompressed size of an avatar to a massive 1.2 GB of estimated memory usage. This is unfortunately still way too high and is negatively impacting the performance of our users.

To fix that, we're considering dropping the limit to 200 MB (for file size) and 500 MB (for the estimated memory usage). This would affect roughly 2% of avatars. It's not an earth-shattering amount, but enough where we'd want to give ample warning.

It's important to note, though, that these numbers aren't completely locked in just yet and may change, and we're aiming for a far-off release date of a few months. We'll share more in the upcoming Dev Update, so please keep an eye out for that!

Things That Are Kind Of A Big Deal

  • We got a haircut and hope you notice...
    (Refreshed the loading screen with new tooltips and a new color palette.)
  • The custom emoji limit for VRC+ subscribers has increased from 5 to 9!
  • Added the ability for instances to be closed from the Quick Menu Here tab.
    • After an instance is closed, queues are canceled and users will be unable to join.
    • You can only close an instance if you are the owner or have the "Manage group instance" permission.
  • Introduced VRCHeadChop to the avatars SDK.
    • This is a component that allows avatar authors to control which parts of their avatar are hidden from the perspective of the user wearing it.
    • Check out the documentation for details about how to use it!
    • Until this feature goes live, only users on the open beta will see the effect of this component.
  • And introduced AnimatorPlayAudio to the avatars SDK too!
    • This allows you to modify an AudioSource when transitioning to an animation state.
    • It can change the audio clip, volume, pitch, or loop. It can also play or stop the AudioSource automatically.
    • Until this feature goes live, only users on the open beta will see the effect of this component.
    • Check out the documentation here as well!

Not As Big A Deal But Still Important

  • You can now view public group posts of groups you're not a part of!
  • Added a debug option to display fallback shaders for your local avatar. The option will stay active when switching avatars but will reset on world change.
  • Reorganized the Config section of the Action Menu into Avatar and Action Menu settings.
    • The new Fallback Shaders option is in Avatar.
    • The Gestures option has been moved into Avatar as well.
  • Improved how avatar downloads are handled when VRChat is low on memory.
  • Improved world loading times on desktop PC!
VRChat

Open Beta - 14 March 2024 - Build 1431

When wearing an avatar, VRChat automatically "chops off" the avatar's head bone by setting its transform scale to 0. This stops the head from clipping into view from the user's first-person perspective. VRCHeadChop is an optional avatar component that controls which specific bones are scaled down for head chopping, allowing avatar creators to:

This document is written with the assumption that you know a bit about Unity Animators.

#

Fixes & Updates

  • Fixed a case that could cause invites and invite requests from other players to appear while you're set to Do Not Disturb.
    • Invites from another user will still appear for a short while if you request to join them while set to Do Not Disturb.
    • When you're set to Join Me, auto-accepted join requests no longer appear in your notifications.
  • The Accept button for join request notifications will properly deactivate when you are in an Invite-only instance.
    • Join request notifications will update their state whenever you move to a new instance. This will allow you to accept invitations if you move out of an invite-only instance and vice versa.
  • Other users no longer frighteningly vanish as you leave an instance.
  • We've changed the name of the Tooltip Language settings field to Preferred Language. The button for this setting will now display your current language.
  • Scaling a humanoid character no longer results in a slightly larger size than expected.
  • Fixed issue with inconsistent positions after crouch and prone.
  • Fixed issue where certain search buttons couldn't be selected.
  • Fixed portals not working in worlds with an invalid Spawn transform.
  • Smoothed out visual world loading hitches on Quest, Rift, and XRElite.
  • The "Go Home" confirmation modal header is no longer slightly off center.
  • Colors of collapsed side-bar cells within main menu pages should now stay consistent.
  • Removed the callout for Avatar Dynamics and PhysBones being a "brand new feature." We figured you know what those are by now...
  • Fixed additive particles rendering incorrectly on Quest.
  • Fixed a UI bug which would show the "You Are Here" label for instances you aren't in.
  • Improved PICO controller support, alignment, and added translation for PICO Store.
  • Fixed worlds with a disabled VRC_SceneDescriptor component causing performance degradation.
  • Visemes are back to animating locally again when your microphone output is set to 0% and not muted. (Streamers rejoice!)
  • Further rendering optimizations for impostors.
  • Adjust "Invite" pictures to ensure text readability by default by flipping the image horizontally for selfies.
  • Fixed an issue that caused distinct settings with the same name to be hidden when using the settings search feature.
  • User and world search results now match the web site results more closely.
  • Fixed a bug that caused notes not to appear in the User Profile when the user was also in the current instance.
  • Fix bug where groups would occasionally show announcements from the wrong group...oops...
  • Added eligibility check when you attempt to purchase VRChat Credits.
    • This will prevent purchases from happening on Steam and Oculus when they, you know, shouldn't be happening.
  • Join requests notifications received on Friends-only instances now disable the accept button and explain to the user that they should ask the instance owner to invite their requesting friend.
  • Desktop users can now use the camera UI while the camera is inside a player's selection pill.
  • Light probes now affect all parts of an impostor uniformly.
  • Impostors no longer trigger avatar haptics from long range.
#
  • Fixed an issue that could prevent VRChat from detecting audio devices after a disconnect/reconnect
  • Fixed timing issues that caused some specific audio devices to fail to reconnect.
  • Portal Placement now works with either hand instead of just the right (sorry lefties!). It'll also swap hands if the controller dies while active.
  • Fix bug where Loading Screen would not show up for quest users if Photo Camera was open before loading into a new world.
  • If you have no roles in a group the role list will now state that you have no roles instead of being sad and empty.
  • Fixed some of the spoken languages found on user profiles not setting correctly.
  • Added a Page Up and Page Down button to the Avatar Debug menu for VR platforms.
  • Fixed a bug where the Avatar Debug menu would have inaccessible information for certain Avatars.
  • Made a speculative fix for a rare case where players can get thrown around the world as they join a new instance.
    • It's hard to reproduce this internally because of how rare it is, so please let us know if you still encounter this issue! If programming bugs could be shiny like bug Pokémon, this would be one of them.
  • Subscribing to something with VRChat Credits that will add you to a group now shows group rules before purchasing.
  • The calibration mirror will no longer reflect remote players.
  • World thumbnail images seen while loading into an instance no longer appear blurry.
  • Improved PhysBone simulation at low framerates when the avatar is moving at high speeds.
  • Audio sources are now properly counted in the Avatar Details menu.
  • VRChat Credit bundles and VRChat Plus subscription prices now display as USD $ rather than just $.
  • Fixed a few bugs that could cause crashes or error avatars when other users switch avatars (especially on Android)
  • Ambient Occlusion effects no longer appear stretched on the user camera.
  • Fixed a regression that could cause particle systems with subemitters to not appear in mirrors or the user camera.
#

Creators (SDK 3.5.2-beta.1)

You can also find the SDK changelog here: https://vrc-beta-docs.netlify.app/releases/release-3-5-2. This domain will be used for SDK beta docs from now on!

  • The worlds SDK will now suggest replacing Unity's default UI shader with a super-sampled shader where appropriate.
  • Exposed System.BitConverter, System.Buffer and System.Text.Encoding to Udon.
  • Added DataToken BitCast method.
  • Added ResultBytes field to string downloader event to allow raw data downloads.
  • If an Udon script uses [RequireComponent] the SDK will now silence some harmless errors while building.
  • Updated UnityEngine.Timeline package version & added to base SDK package dependencies.
  • A bunch of ClientSim changes:
    • Added all supported languages.
    • Added support for player scaling APIs.
    • Fixed EditorOnly objects not getting removed in Play Mode.
    • The stacked camera is now enabled/disabled depending on the state of the pause menu in order to improve performance.
  • Changed "Polygons" to "Triangles" in SDK avatar performance stats for more accurate description of recommended limits.
  • Fixed issues with InputUse Udon events firing constantly when using VRChat Mobile. They should now only fire when a genuine tap is done, not while swiping or long-pressing.
  • The avatars SDK now warns against using mixed Write Defaults settings across avatar animators.
  • Adds new "OnInputMethodChanged" Event to Udon, which is triggered whenever the user switches Input Methods, from a Keyboard to a Game Controller, or a Game Controller to a Touchscreen, for example. See Udon Input Events.

This page describes lower level concepts of working with binary data and is intended for advanced creators.

String Loading allows you to download text files from the internet and use them in your VRChat world. You can either use the DownloadString script included in the SDK, or you can make your own script using the new VRCStringDownloader.LoadUrl function.

This page will describe various limits in place for the Oculus Quest version of VRChat. These limitations are in place in the interest of performance, user safety, and discouraging malicious behavior.

VRChat allows you to create and upload custom avatars!

#

Android

  • A bunch of native mobile UI notification improvements!
    • Notification tabs have been renamed & reordered
    • New visuals for all notification types (text sizes, colors, icons, etc.)
    • Added swipe feature for notifications (swipe left to see additional options).
    • Notifications have been divided into two categories, New (<24h) and Older (>=24h)
    • Notifications have a "time ago" on them (i.e. now, 5h, 3d, etc).
  • Microphone should now start reliability when switching worlds.
  • We've now disabled Tutorial Labels for interactables in worlds when Direct Touch is enabled. This does not include Tutorial Labels for held objects, just objects that are yet to be interacted with.
  • Fixed an issue on mobile where Tutorial Labels can be stuck in their original position when a pickup is interacted with.
  • The PTT button on mobile will now highlight red when the mic is active and you are not pressing the button and blue when the mic is active and you are pressing the button.
    • The highlight activation is triggered by the noise gate setting.
    • A mute reminder popup will display the first time the mic is detected as active and you are muted.
    • This will happen once per launch for the first 3 launches on a fresh install. This is saved to player prefs so reinstalling or clearing your data will reset the popup.
  • Fixed a caching issue that was causing the Notifications page to fail to load properly.
  • Fixed an issue where the bottom nav bar disappears from Notifications page.
  • Added haptic feedback support.
  • Fixed a crash caused by trying to access the world options before you're authenticated.
  • Having a PC-only home world set and loading in on mobile no longer sends you to an error world. You'll correctly go to the VRChat home world.
  • Fixed a bug that displayed the wrong help tooltip icon.
  • App will no longer crash when clicking Jump In Now.
  • App will no longer crash when the app resumes, specifically after minimizing the app to retrieve an SSO code.

Network Changes from Previous Beta

  • Users and nameplates no longer appear at 0,0,0 for a moment while loading in.
  • The amount of data that you can send with manual synced UdonBehaviours in one serialization has been increased from 65024 bytes to 280496 bytes.
  • Fixed timing for OnPlayerJoined and OnPlayerLeft so that the VRCPlayerApi instance in these callbacks is now guaranteed to be valid.
  • LocalPlayer is now guaranteed to be valid in Start and OnEnable.
    • This was already mostly reliable, but there were some race conditions where it could fail.
  • It is less likely for ObjectSync to be floating for late joiners.
  • ObjectSync should behave better when coming to a rest.
  • Avatar scale will sync faster when joining a world.
  • Users that are still on a loading screen will now appear later and with a progress bar indicating they are "Loading In...".
#

and FINALLY, here's what we fixed specifically from the existing beta:

  • Other players no longer get temporarily stuck in the "Here" list after they leave the instance.
  • Fixed some issues that could prevent Quest users from entering an instance.
  • Fixed avatar stations not activating.
wise furnace
#

<@&503009384968749076> Surprise! Very tiny little patch before the weekend, for Steam users only! It's so small we don't even have a new version number for this one.

Fixes

  • Fixed some avatars with Particle Systems not loading properly, and getting stuck in various funky poses or not showing in mirrors.
  • Fixed sporadic crashes when rejoining a world.
  • Tweaked loading screen materials to be darker based on user feedback.
cedar bane
#

<@&1145797715725385809> - announcing our first Open Beta for the Creator Companion!
VCC 2.3.0 beta 1 is available for download as a portable version that will not conflict with your installed version.

Summary

This release delivers new Quality of Life features and improvements.

New Features

  • Added a beta mode to the Creator Companion.
    • Upcoming features and bug fixes for the Creator Companion will now be distributed as Open Beta builds
    • Open Beta builds are not installed with an installer. Instead, they can be unzipped and executed from any folder.
    • All Open Beta data is stored in the VCCUserDataPortable folder near the CreatorCompanionBeta.exe, allowing you to experiment without affecting your main installation.
    • The new Beta version also has a special beta icon to help you distinguish it from the main version.
    • This addresses #397.
  • Added a button to resolve projects directly in the Creator Companion.
    • Previously, resolving packages required opening the project in Unity.
    • Resolving packages in the VCC is especially useful when collaborating with others. After downloading a project (e.g. from GitHub), adding it to the VCC may cause a pop-up to appear. Click "Resolve" to automatically resolve all packages.
    • While resolving packages, the VCC will check whether they are available for download before proceeding. This allows you to partially resolve packages or add missing listings to the VCC first.
    • If packages cannot be resolved and you don't want them in your project anymore, a new pop-up provides a way to remove them from the project manifest.
  • Added a "Reinstall All Packages" button to the package management screen.
    • Click the new ••• button near the "Manage Packages" button and select "Reinstall All Packages".
    • When reinstalling all packages, the Creator Companion checks if all the packages are available for download. If they are available, it deletes their folders and re-resolves the project.

Beta-Specific Features

These features only appear in Open Beta builds of the Creator Companion.

  • The settings page has a "Copy Live Settings and Data" button. It copies all the settings and data from your main Creator Companion installation to the Open Beta installation. Copying all settings is useful for trying out the beta without having to reconfigure the Creator Companion.
  • The settings page also has a "Delete Beta Settings and Data" button. This lets you quickly reset the Open Beta settings to their initial state.

Changes & Fixes

Read the full release notes!

Download

Download the zip

wise furnace
#

<@&503009384968749076> Update time! VRChat 2024.1.2, build 1433, and still network compatible is now available!

Drop any issues you encounter on our open-beta feedback board!

Fixes & Improvements

  • The fixes from the surprise patch on Friday are now available on Quest AppLab builds too!
  • Fixed an issue where user icons would sometimes overlap other UI elements.
  • Menu background setting now saves correctly.
    • FYI: Going from the open-beta back to live will still reset it. We will not fix this as it won't be a problem as soon as this beta ships.
  • Fixed a bug that would cause "Instance Closed" buttons to appear incorrectly.
  • Fixed shader fallback preview not working when animating materials.
  • Fixed overlapping text in the Avatar Details pages.
  • Fixed a bug that kept avatars from updating to new versions uploaded while the game is already open.
  • Fixed errant "Interaction mode" popup showing after using "Select User" in the Quick Menu.
  • The selected microphone name now updates properly when changed (again 😅).
  • Avatars with Line- or TrailRenderers will load properly again, when those features are blocked by shield settings.
    • This was the cause for safety settings causing some avatars to appear stuck in various poses.
  • Memory limits now apply correctly even after having manually enabled an avatar and then going back to the default option.
  • FBT calibration visuals and tracker models in "System" mode now show in the calibration mirror again.
  • All camera UI noises and the local shutter sound are now controlled by "UI" volume.
    • For other users' cameras, the shutter sound is now controlled by "World" volume.
  • General stability improvements to avatar loading and unloading.
#

SDK Improvements

Alongside the client, SDK version 3.5.2-beta.2 is now available.

  • Major update to the VRCHeadChop component based on your feedback!
    • We've made some changes with the aim of making it more straightforward to use:
      • The head is now kept hidden by default when using this component. This lets you list the child bones of the head that should be visible from first-person.
      • Alternatively, if you want to scale up the head bone and then shrink down the child bones, you can do that too.
      • This component now uses scale values to control bones rather than weights. If you're already using this component on any avatars in the open beta, you'll need to revisit them to set them up with these new values!
      • We've updated our documentation with more info about this component along with some examples of how it can be used.
    • Fixed an issue with custom head chopping that could cause your head to become permanently invisible after using holoport locomotion or physically moving through a wall.
    • Made configuration data for this component public to help user-created editor tools.
  • Fixed a very specific issue where calling DestroyImmediate(this) from Udon could lead to unexpected exceptions in calling scripts.

When wearing an avatar, VRChat automatically "chops off" the avatar's head bone by setting its transform scale to almost 0. This stops the head from clipping into view from the user's first-person perspective. VRCHeadChop is an optional avatar component that controls which specific bones are scaled down for head chopping, allowing avatar creator...

median moss
#

<@&503009384968749076> We're getting close! We have VRChat version 2024.1.2, build 1434 for you today, still network compatible, and this one is a release candidate! If everything goes well, we might ship this to live as early as tomorrow.

So go, go, go, drop any relevant issues you still encounter on our open-beta feedback board !

Fixes & Changes

  • Added a Suppress Remote-Player Camera Shutter Sound toggle to the Safety settings, which mutes other users' camera noises.
    • The change to put these into the world volume group was intentional, but this should allow you to toggle them off again if you prefer.
  • Fixed issue with expressions wing not working on some avatars.
  • Also fixed randomly disappearing avatars related to the expressions wing issue above.
  • The loading avatar will show properly in the main menu avatar preview again.
  • Fixed shader fallback toggle sometimes not applying material properties to avatars in mirrors.
  • Nameplates will now color-code the Impostor label and a little badge based on why the real avatar was blocked (just like they do for fallbacks).
  • Fixed avatar parameters not saving in some circumstances.

- Fixed the "content warnings" text in the Quick Menu being way too large.

  • Estimated Memory Usage has been renamed to Uncompressed Size for clarity.
    • The adjustable limit is now set to the hard limit by default (1.2GB). This will be reduced to 500mb in July.
    • Setting the limit on PC will happen in increments of 10 MB instead of 5.
  • VRCHeadChop: Fixed issues with unsual Bone or Armature Scales.
wise furnace
#

<@&503009384968749076> For the curious, here's the changelog between build 1434 (yesterday's release candidate) and 1435 (that just went live)!

Fixes & Improvements

  • Remote players' camera sounds are back on the UI mixer group, and the Safety option to toggle them individually has been removed.
  • Fixed Horizon Adjust unexpectedly moving your viewpoint in some scenarios.
  • Fixed the current microphone field in the Main Menu only ever reading "Title".
  • Fixed an issue where disabled-on-load UdonBehaviours would not receive any synchronization data when they were enabled later on.

SDK Changes from beta.2 to live

  • Fixed Network ID Utility failing SDK uploads when synced objects use the EditorOnly tag.
distant relic
#

Hiya <@&503009384968749076>!!

Welcome to VRChat 2024.2.1, build 1441

This brings a MUCH anticipated customization feature, some changes to the camera, and a ton of fixes.

Note: We are now on Unity version 2022.3.22f1! This is responsible for some of the fixes listed and may also provide a slight performance uplift.

As usual, we recommend NOT updating your SDK projects yet as uploaded content would not be visible on live. We'll let you know when it's a good time to update!

The Big

Animated. Emoji. Yes, finally. No, this isn't late April Fools. VRC+ subscribers can now create animated emoji two ways:

  • Within VRChat using the camera! Set the Camera Mode to "Animation" and the Save Location to "Emoji" (more on the new camera updates below!)

With the addition of animated emojis, the camera has had a few changes:

  • There are now expandable Photo and Emoji buttons, which have new functions.
  • All cases that used the Quick Menu camera now uses the User Camera instead, such as:
    • Taking a photo to attach to a message.
    • Taking a new photo for the gallery.
    • Taking a new emoji photo.
  • The Timed (5s) button now allows the user to stop the countdown.
  • When the user uses the Timed (5s) button in Animated mode, the camera will repeatedly count down to take each photo until the animated texture sheet is filled (4 or 16 photos, depending on the Animated Emoji mode selected).

For Quest users, colors on various Meta headsets have been adjusted match our other platforms.

  • This might mean certain worlds will look less saturated but be more accurate.

The Medium

  • The Groups Instances panel has been adjusted:
    • The two sections of cells have been (re)named to Friend Locations and Group Member Locations.
    • A little more padding has been added to the bottom of the Groups Instances panel.
    • Fixed an issue where double-clicking on a group in the side-panel would cause the Groups Instances panel to break.
    • Fixed issue where friends leaving a Group Instance would cause the Groups Instances panel to break.
    • Fixed issue on the Groups Instances panel that reported friends occupying instances when they weren't there (spooky...)
  • Restored the # symbol to instance numbers within the UI. Octothorpe enthusiasts rejoice.
  • Clarified some of the wording around personal mirror masking settings, preferring the word Show instead of Mask.
  • Removed the old yellow VRChat Plus callout box from the Main Menu.
  • Removed the old avatar interaction info button from the Main Menu.
  • nimi lili ale li kama lili. ni li sama nasin sitelen pi toki pona.
    • (The language "toki pona" has been stylized with all lower-cased letters.)
  • On Quest and mobile, Pedestals no longer let you switch to incompatible avatars. (They'll display a red "X" when they can't be used, like portals do.)
  • Avatar-switch notifications will now display in the HUD if the menu is closed.
  • Improved dithering (film-grain/noise) in dark pictures taken with depth-of-field enabled.
  • Main Menu side-panels should now all have their header elements stay while scrolling.
    • Clicking on the side-panel headers (where the text and icon is) will scroll the side-panel back up to the top again.
  • World UI buttons will now highlight when hovered over in Desktop mode like they do in VR.
  • Prevented red "camera beams" from appearing in pictures or screenshots and improved their performance on mobile platforms.
  • HUD elements no longer appear in mirrors or camera pictures, even if UI layer is enabled.
  • Split up some text strings to make their translations more accurate.
  • Improved scaling for the main menu avatar preview, especially for Impostors.
#

The Fixed

  • Fixed the padding on Main Menu profile pages for Status & Trust Rank.
  • Fixed skewed head chop bones not appearing correctly.
  • Fixed a bug that would cause UI elements to get highlighted at the bottom-left corner of the camera.
  • Fixed a bug that kept favorite world lists from updating properly if private or deleted worlds were present.
  • Fixed the friends list sometimes not updating a friend's status when they change it.
  • The VRChat splash screen logo will no longer shift position on the Vive XR Elite.
  • Fixed a bug that would prevent videos from loading on Quest while logged into the device with a non-admin account.
  • Fixed an issue where avatars with certain characters (e.g. [ and ]) in their expression parameters would cause an avatar to fail to load.
  • Fixed a bug with Expression Parameters where parameters with underscores and parameters with spaces could cause have conflicts, causing unexpected OSC and avatar behavior.
  • Fixed an issue with the Send Invite feature that caused the popup to close after taking a photo if you accessed the user via Search.
  • Fixed lens flares appearing incorrectly when launching from the Oculus PC app.
  • Fixed custom controls drop-downs displaying incorrect selection when first opening the corresponding settings page.
  • Fixed several issues with Unity Terrain in older content.
  • Fixed Far Clip Plane incorrectly being clamped to lower values.
    • This will now only occur when a world uses baked occlusion culling.

Full notes, as always, can be found here!

cedar bane
#

<@&1145797715725385809> - VCC 2.3.0 beta 2 is available for download as a portable version that will not conflict with your installed version.

Summary

Fixes issues found in 2.3.0 Beta 1.

Changes

Attempting to add a repository that was already added will now show a clearer error message, adressing issue #424.

Resolved bugs from previous beta

  • Resolve modal behaviour has been improved.
  • Opening a project that needs resolve and then navigating to a different project that has all the packages installed, no longer shows an unnecessary Resolve modal.
  • Starting a project resolve, going to a different page and back to the project's page now correctly re-opens the resolve modal at the correct state.
  • You can no longer start a new project resolve if there is already a resolve happening in another project.

Release Notes

Read the full release notes

Download

Download the portable zip: VCC Portable 2.3.0 beta 2.

acoustic olive
#

<@&503009384968749076> We have a new update for you! This is VRChat 2024.2.1, build 1442, and still network-compatible. This one also brings you an SDK update!

Fixes & Changes

  • Changing avatar via the website will now work in real time if you have the client open!
    • We'll remove the warning on the website when this change goes live.
  • Reduced shader stutter when opening mirrors for the first time in worlds.
  • Fixed avatars with over 256 expression parameters failing to load.
    • You can now have up to 8192 local/non-synced total expression parameters, while synced ones must still be below a cost of 256 as before.
  • Fixed artifacts around the edges of animated emoji caused by frame-bleeding.
  • Fixed a rare soft-lock that could happen if your internet connection died at just the right moment during world loading.
  • The pictures folder path in the camera Quick Menu tab is now hidden in Streamer Mode.

SDK 3.5.3-beta.2

This update brings a new SDK update to your VCC! It's available in open-beta as 3.5.3-beta.2. Note that worlds containing Udon uploaded with this SDK may only run in the open-beta version of the client!

We still do not recommend upgrading your local projects to Unity version 2022.3.22f1, even with this SDK!

You can also find this changelog on our Open Beta Creator Docs.

New features

  • Big updates to the Worlds SDK for creators! This is a major update with a lot of additions including:
    • A rewrite of all almost all custom inspectors in the World's SDK.
    • Updated HelpURLs (the question mark on a component) to actually take you to the VRC docs (gasp).
    • Properly added almost 20 components to the Add Component -> VRChat section.
    • The Two-Factor Authentication field in the SDK automatically submits once you enter six digits, instead of requiring you to press the Verify button.
  • World creators now have the ability to modify the value of UnityEngine.Physics.bounceThreshold via Udon. Addresses this Canny request.
    • This allows world creators to have better control over when objects should or shouldn't bounce, which can be important for physics-based worlds.

Changes

  • Layers 3, 6, and 7 are now reserved layers for VRChat. Previously, these were internally reserved by Unity and were freed up in Unity 2022.
    • VRChat now reserves them for internal use moving forward and will move any objects in this layer to the default layer. Reflected here in our creator docs.

Fixes

  • Fixed the broken Standard Lite shader Emission feature.
  • Fixed an error about failing to assign network IDs when trying to upload the default VRC world scene right after initialization.
  • Fixed Unity warning when using the sample dynamic Robot Avatar from the VRChat Avatars SDK.
  • Exposed missing string methods to Udon. Addresses this Canny request.
    • Certain variants of Trim, TrimStart, TrimEnd, and others were previously available in Unity 2019 but caused compilation issues in Unity 2022. This fixes those regressions.

ClientSim

  • Fixed joystick drift issues by adding input axis deadzones. Addresses this GitHub issue.
  • Updated ClientSim to use IETF language codes instead of full language names to more accurately simulate VRChat's behavior.

Public API Changes

  • SDK methods from ShaderValidation have been moved into the ValidationUtils class.
  • Method signatures from ValidationUtils have been modified. Anyone using these methods may need to update their code!
distant relic
#

<@&503009384968749076> The website is now ready for animated emoji! Head to the "Gallery" tab or click here and select "Emoji" at the top to use the new uploader!

Sprite sheets for animated emoji must be exactly 1024x1024 pixels, and will be sliced into either 2x2, 4x4, or 8x8 grids depending on the amount of frames included in the animation.

  • Up to 4 frames is 2x2 (512x512 pixels per frame)
  • Up to 16 frames is 4x4 (256x256 pixels per frame)
  • Up to 64 frames is 8x8 (128x128 pixels per frame)

They are animated left-to-right, top-to-bottom.

You can also set default animation values in the filename for easier sharing, for example: VRRatEmoji_14frames_20fps.png! Frames and FPS must be a number between 1 and 64.

Built-in support for uploading GIFs will be added at a later date.

distant relic
#

<@&503009384968749076> 🗣️ Updates! Updates! Get your beta updates! Fresh out the oven!

We're now on VRChat version 2024.2.1, build 1444, and still network compatible!

As usual, drop any issues you encounter on our open-beta feedback board!

New Features

  • More animated emoji and camera flow updates!
    • Added Loop Style selection and a "Ping Pong" looping option to animated emoji.
    • Simplified the Camera Mode selection submenu.
    • Changed the Save to Gallery button in the Animated Emoji creation flow to Save to Local Storage and updated the icon to be more in line with the rest of the UI.

Fixes & Changes

  • Legacy Text components (not TextMeshPro) are now limited to 16250 characters each. This fixes a Unity bug that caused scrambled text. Please upgrade to TextMeshPro or split them into multiple objects.
  • Fixed a bug that would cause "You are already using this avatar" HUD notifications to appear incorrectly.
  • Fixed a bug where chatboxes could break and never fade in/out.
  • Fixed some PhysBone regressions from current live release:
    • World Immobile at 100% no longer introduces motion into a PhysBone chain.
    • Enabling/Disabling a PhysBone component no longer causes jitter/jerkyness.
  • Interaction triggers for VRCStations no longer count towards collider count in avatar performance rank.
  • Improved world loading speed.
    • There was a beta-only regression that caused increased load times or even timeouts when joining large worlds. This is now fixed.
  • Improved stability of world loading in general.
  • Fixed an issue where selecting the "Random" timezone could prevent the Quick Menu from opening.
    • On some platforms the "Random" timezone will no longer be available if the OS doesn't expose a list to be retrieved.
  • The Holoport Locomotion setting in the menu now updates correctly when you switch it via the buttons in VRChat Home or Tutorial worlds.
  • Login flow input popups now have proper caret position when trying to edit existing text.
  • We moved the little blue "up-indicator" dot on remote user's cameras back into place where it belongs.
  • Minor performance improvements on Quest.
  • Safety & security updates.
median moss
#

<@&503009384968749076> It's time! ⌚ This is VRChat 2024.2.1, build 1445, still network-compatible and a release candidate! If everything goes well, we will ship this build to live as soon as tomorrow.

So take your last chance, and report any issues you encounter on our open-beta feedback board !

Fixes & Changes

  • Fixed a bug where saving an emoji that was just captured to local disk would result in a corrupted image.
    • It would turn very red and scary, but we hired an exorcist.
  • More improvements to the Camera Mode selection menu:
    • Changed the button colors to grey.
    • Rearranged the buttons so they are grouped by local/gallery/emoji.
    • Added the UI sound back to buttons that were missing it.
  • Fixed the Photo Camera button in the Quick Menu not closing the camera when it is already open.
  • Fixed emoji buttons in the quick menu wings getting stuck in the active state.
  • Fixed emoji wing menu filters not applying.
  • Fixed the preload banner in the quick menu disappearing as soon as preloading a world finishes.
  • Fixed a bug that prevented response buttons on Queue notifications from displaying properly.
  • Fixed emoji particle systems so they now depth-sort correctly by distance.
  • Fixed an issue that could lead to the Uploaded Avatars tab going missing under some circumstances.
  • Fixed overflowing text in user transaction searches that have long search strings.
  • Fixed the debug version text degrading performance when visible while on the loading screen.
  • Regions in New Instance modal now show correct tooltips.
  • Fixed a null-reference exception that could halt some Udon Behaviours when setting .text on a Legacy Unity Text component.
  • Safety & Security updates.

Known Issue

Friends wing groups and filters are not working correctly. We'll fix this before the build ships to live!

Post about the current Open Beta. Post logs to Gist/Pastebin! One item per post!

Non-constructive and off-topic posts will be moved or deleted.

median moss
#

<@&503009384968749076> <@&1145797715725385809> Yo! We have an update to both the ongoing SDK and VCC betas for you today!

This should fix some of the major issues found on the last betas, and provide official support for:

Unity 2022.3.22f1

With this SDK release, we are bumping our officially supported Unity version to 2022.3.22f1! The beta version of the VCC will guide you on updating your local installation to the new version.

Note that during the open-beta period, the SDK Control Panel may still say that you are using an "incompatible version" and .6f1 is the supported one. You can ignore this, it will update once this SDK reaches live.

SDK 3.6.0-beta.1

Since this beta changes existing APIs in a not fully backwards compatible way, we have bumped the minor part of the SemVer up by one to 3.6.0-beta.1. This is the same release cycle as the previous 3.5.3-beta.2. Apologies for the inconsistent use of SemVer on that one, and thanks for bringing this to our attention on Canny!

Fixes between 3.5.3-beta.2 and 3.6.0-beta.1:

  • ClientSim input axis dead zones would make mouse movement awkwardly slow.
  • World upload could fail with an AmbiguousMatchException when a scene contained components with multiple RequireComponent attributes.
  • Calling Instantiate from Udon in certain events like OnPlayerJoined could fail in ClientSim.
  • Pickups would not work in ClientSim.
  • Canvas UI with VRC_UiShape components would not be interactable in ClientSim.
  • VRC_ObjectSync and VRC_ObjectPool would fail to initialize in ClientSim.

You can find the full changelog and docs here: https://vrc-beta-docs.netlify.app/releases/release-3-6-0

VCC (Creator Companion) 2.3.0 beta 3

Changes in Beta 3

  • Adds support for Unity 2022.3.22f1. VCC will now install this version by default for new installs.
  • Refactored and streamlined logic around removing legacyFolders to avoid removing user assets in Assets/UdonSharp and to better support Poiyomi, VRCFury and others. The process no longer requires GUIDs to match for legacyFolders. We'll update our VPM Manifest docs to reflect the changes.

Download

While this version is in Beta, you can download a portable version here: VCC Portable 2.3.0 beta 3.

median moss
#

Hiya <@&503009384968749076> welcome to VRChat 2024.2.2, build 1452!!!!!!!!

Network compatible, drop any issues you encounter on our open-beta feedback board, y'all know the drill. 😎 Read the full patch notes here.

New Features

  • Localization has been enabled for the VRChat UI!
    • To change your UI language, go Main Menu settings > User Interface > Preferred Language.
    • The options you can currently choose are: French, German, Spanish, Japanese, Korean, Hebrew, Brazilian Portuguese, Polish, Chinese (Simplified and Traditional), toki pona, and Russian, with more to come in the future!
  • Added report buttons to the Main Menu and Quick Menu.
    • These report buttons will take you to the all-new reporting page, where you can start a report for any users, avatars, or represented groups in your current instance. You can also easily report the world you are in.
    • We also added a page to view all your submitted reports that you can access through this new reporting page.
    • You can still report users, avatars, groups, and worlds through their respective pages.
  • Portals are now selectable!
    • Open the Quick Menu, then hover over the portal to select it. When selected, the portals target instance will open up in the Main Menu.
VRChat

Open Beta - 7 May 2024 - Build 1452

#

Updates & Fixes

  • Fixed an issue that would cause stuttering on certain AMD GPU systems.
    • Thank you to everyone that helped test around this bug via the a-test beta branch! If you are currently relying on a-test, you should be safe to switch to this build now.
  • You'll now receive invites from yourself (e.g. from the VRChat website) even while on "Do not Disturb".
  • Uploading/deleting an avatar or world is now immediately reflected in the appropriate VRChat menu.
  • The Main Menu Graphics Settings page has been adjusted for clarity.
    • There is now a "Basic" and "Advanced" section.
    • You may notice some slightly different names or positions for each of the graphics settings, but they're all still there!
    • Removed the "Display and Visual Adjustment" section, which was already found within the Accessibility settings page.
  • Fixed issue where a radio option would have no text in the Change Microphone menu.
  • The Friend Request buttons within the Main Menu and Quick Menu user details page will now read "Accept Request" when there is a pending incoming friend request from another user.
  • Fixed default color themes unreadability issue in the Safety Menu and other places.
  • Offline testing avatars will now show the detected bounds used to scale them in the preview.
    • This is intended to help creators troubleshoot when avatars appear smaller than expected.
  • Fix issue where photo camera UI is not selectable if avatar is scaled too small on PC.
  • Default user profile icon text no longer renders on the top layer of all UIs.
  • Adjusted the loading screen to reduce sort-order conflicts with in-world UIs.
  • Fix bug where login screen would not be visible in certain circumstances.
  • Main Menu World Details page's "Published" date now matches the published date on the website.
    • The "Published" and "Updated" dates on the worlds detail page now localize their date formatting to match your client language.
  • Text adjustment on AM tooltip when opening it from Expressions wing menu.
  • Fixed Face Mirror controls breaking upon re-login.
  • The Friend Request button in the Quick Menu "Here" tab will now properly show a green icon when an incoming friend request is pending from another user.
  • Fixed length in some texts in queue notifications.
  • The Holoport Movement preview properly appears from the hand initiating the movement.
  • Gamepad controls joysticks now show correct name in settings.
  • Tooltips in all types of invites and invite responses fixed.
  • Fixed issue with groups panel info page images occasionally failing to load.
  • Fixed a few bugs that could cause the social menu to...uh... misrepresent your friends' location.
  • Improved Impostor rendering in secondary cameras.
  • Fix issue where videos in the Help menu would occasionally fail to play.
  • Fixed some broken header elements on the Main Menu VRChat+ page for users that weren't subscribed to the service.
  • Udon input APIs will no longer report any inputs as active while a VRChat menu or text input field is open.
    • This includes the UnityEngine scoped APIs.

Known Issues:

  • "Favorite Avatar" button has visible Rich-Text tags
  • Quest performance is slightly degraded
distant relic
#

<@&503009384968749076> Let's get some fixes in before the weekend! VRChat 2024.2.2, build 1453 is network-compatible. Give it a shot, and as always, please direct your feedback to the open-beta feedback board!

Fixes & Changes

  • Fixed performance issue introduced in build 1452.
  • Fixed a few social menu regressions, including miscounting friends in private worlds and some weird "social distancing" in the wing menu.
  • Avatar favorite/unfavorite button uses rich text properly again.
  • Added "back" buttons to new reporting menus.
  • Quick Menu "date time" clock mode is now localized properly.
  • The “Send Invite” button on the main menu now properly greys-out whenever you lack the permission to invite users to your current instance.
  • Fixed an issue where videos in the main menu would flicker.
  • Removed the cut off speech bubble from the "VRC+ Gift" menu.
  • Fixed an issue that caused ambient occlusion artifacts to render in front of some custom shaders.
  • Fixed a bug that caused some custom shaders that utilize UsePass to render incorrectly.
weak raft
#

<@&503009384968749076> THATS RIGHT ITS ME BACK FOR OLD TIMES SAKE (actually strasz is eating or something idk where they went) anyways hello??????? vrcTupHi hows it going???!!!?!

New Open Beta build! Version 2024.2.2, build 1454, still network-compatible and now available on our beta platforms.

As usual, drop any feedback on our open-beta feedback board!

Fixes & Changes

  • Fixed issues leading to a broken Groups page.
    • We're not 100% confident we got all the issues there, if you still encounter problems when viewing Groups in the Main Menu please let us know!
  • Login and search text fields will now respond properly to enter/escape when using Windows IME language input (e.g. Japanese keyboards).
  • Prevent worlds uploaded using Unity 5.4 or earlier from loading.
    • These were almost universally broken at this point and our official minimum version has been 5.5 for a while, but the enforcement was broken.
  • Fixed various more regressions in the social menu & friends wing - we'll get there, promise!
  • Friends' names in the new report menu are now yellow.
    • Why are y'all reporting your friends though?
  • Quick menu will no longer block world inputs in VR.
  • Improved the tooltip of the "Microphone Behavior" setting.
  • Main Menu Side-Panel headers should have more consistent spacing and shrink in languages where translations were too large for the text box.
  • Fixed certain buttons not updating their style after moving away the cursor.
  • Fixed a bug that prevented avatars in a VRC+ favorites category from being worn via the Recently Used list when VRC+ is expired.
  • Fixed a bug that could sometimes cause duplicate instances to appear in the menu under Group Activity.
  • Fixed an issue with the Send Invite feature that caused its popup to close after taking a photo, if you accessed the user via Search.
  • Fixed a bug that would sometimes make buttons in the wing menus unresponsive, immediately after using the back button in the menu.
  • Fixed position and size of the "Thank you for supporting VRChat" dialogue box in the Main Menu's VRC+ page.
  • Added haptic feedback when selecting users/portals with the Quick Menu open.
distant relic
#

<@&503009384968749076> <@&1145797715725385809>

get hit with the DOUBLE STRASZ PING

We have a beta SDK for you today to go along with the ongoing client open-beta (2024.2.2) - this is version 3.6.1-beta.2!

This changelog is also available on our Open Beta Docs Website.

Two important notes!

  • The newly exposed functionality in Udon will only work for users on the open-beta branch!
  • Yes, this is beta.2. Do not question what happened to beta.1. This is a threat.

New features

  • Added Udon wrapper components for TextMeshPro.
    • Added VRC TMP Dropdown, VRC TMP InputField, and VRC TMP Text to Udon.
    • These underlying TMP components were already available in the worlds but were not exposed to Udon (except TextMeshProUGUI).
    • When you add a VRC TMP component to a game object, the SDK will attempt to add a canvas component for you.
    • The VRChat client will now open the on-screen keyboard when selecting a TMP InputField (this change specifically is backwards compatible and applied to all worlds already on the open-beta branch).
  • Added two properties to BaseVRCVideoPlayer and exposed them to Udon.
    • int VideoWidth { get; }
    • int VideoHeight { get; }
    • These are also available in the subclasses VRCUnityVideoPlayer and VRCAVProVideoPlayer.
  • Added five voice-related getter methods to VRCPlayerApi and exposed them to Udon.
    • float GetVoiceGain()
    • float GetVoiceDistanceNear()
    • float GetVoiceDistanceFar()
    • float GetVoiceVolumetricRadius()
    • bool GetVoiceLowpass()

Fixes

  • Worlds with vastly more renderers than materials will now build faster.
  • Fixed a performance bottleneck when validating avatars after a local test build, especially when multiple avatars are present in the scene.
  • Fixed some issues where the Network ID Utility could get confused about duplicate GameObject paths.
    • Note that it still is not recommended or fully supported to have networked objects share the same hierarchy paths!
weak raft
#

<@&503009384968749076> It's the littlest 2.2 update but we think it's very special. VRChat 2024.2.2, build 1455, network-compatible and a release candidate!

Knock on wood (or whatever wood-like engineered material is more convenient), it'll grow up to be our official 2024.2.2 live release.

So if you see an issue over the weekend, don't wait, drop the details on our Open Beta feedback board ASAP!

Fixes & Changes

  • Fixed text input dialogs not treating "Enter" and "Escape" keys correctly for submitting strings or URLs.
  • Menu backgrounds on Quest 3 no longer appear stretched.
  • Input text that's being actively composed via Windows IME will be underlined (i.e. Japanese text entry).
  • Fixed an issue that caused Unlisted or Community Labs worlds to display "1/1/0001" as their publish date.
    • Not to worry, our time engineers have the situation under control.
  • Fixed various issues with legacy avatar expression wing and radial menu.
  • Fixed a stray button on the Main Menu's Avatars nav panel that wouldn't collapse with the others.
  • Reduced "Change into Avatar" button to one line.
  • Network stability improvements.

Post about the current Open Beta. Post logs to Gist/Pastebin! One item per post!

Non-constructive and off-topic posts will be moved or deleted.

distant relic
#

<@&503009384968749076> <@&1145797715725385809> For all our open-beta-testers, here's what you need to know about the build we just shipped to live!

Fixes in Build 1456

  • While the main menu is open, Udon Input APIs now release all held inputs instead of ignoring them.
    • For example, when you hold a key and open VRChat's menu, GetKeyUp() returns true that frame. If you're still holding the key while closing the menu, GetKeyDown() returns true at that point.
    • Udon input events like InputUse() will be similarly fire if input was held when the menu opens/closes.
  • Fixed Udon scripts not initializing immediately when created using Instantiate.
  • Resized some text within the subscription duration window to better fit localized languages.

SDK Version 3.6.1-beta.3

Alongside the live release, we have updated the beta! The full changelog with documentation links is available here: https://vrc-beta-docs.netlify.app/releases/release-3-6-1

  • Fixed Udon scripts not initializing immediately when created using Instantiate (same as above, but for ClientSim).
  • TextMeshPro components are now exposed to Udon directly - see below!

TextMeshPro Components

When we initially set out to expose TextMeshPro in VRChat, there were some security concerns around exposing it directly, so the wrapper components made available last SDK beta were born. After reviewing community feedback, we decided to re-evalute those concerns - and found that we can address them differently, while still allowing direct access to TextMeshPro classes from Udon. So that's what we did!

NOTE: Due to this change, any Udon written with the wrapper components will no longer compile on this SDK, and not run in the 1456 client!

distant relic
#

<@&503009384968749076>

Hey all! We have a special open beta release that we're going to need your help testing.

Towards the end of the 2.2 beta cycle, we had to roll back a few performance-boosting changes due to some reports that they were causing some uniquely strange connection stability issues. We'd love to restore those changes if these fixes do the trick.

If you're willing to help us out, switch to the open-beta branch (build 1457) and let us know if you encounter any bugs that resemble "partial" disconnections from an instance, for example:

  • All other users suddenly stop talking and/or moving
  • Other users see you appear to freeze, but you can still see/hear them
  • World interactivity seems frozen/broken but you don't disconnect

If you spot anything fishy, please direct your feedback to the open-beta feedback board, and include as much context as you can!

distant relic
#

<@&503009384968749076>

Howdy. IT'S. TIME. FOR. 2024.2.3, BUILD 1468.

Network compatible. Okay -- it's time to be very professional. clears throat

uwu boops u~

New Features

  • Booping is a new feature that enables users to quickly send "boops" to their friends.
    • Boops are quick, basic emoji-centric messages.
    • When the booped user checks their notifcations, they'll see a boop explosion of the boops that have been sent to them up until that point.
    • Boops work on all versions of VRChat (desktop, PCVR, Quest, Android, etc.), although they appear a little differently depending on what version of VRChat you're on.
    • Boops are not displayed while users are using Streamer mode or on DND.
    • You can disable the feature under Settings, if you'd prefer not to be booped.
#

Updates & Fixes

  • Various performance improvements.
  • Fixed the Quick and Menu Menu Expressions wings flickering when changing avatars.
  • Changed a few finger tracking settings under the Main Menu to have more Consistent caPitaliZation.
  • Fixed localization issues regarding overflowing text in various menus.
  • Made a few changes to reduce duplicate strings in the client. This should make things easier for our localization volunteers!
  • Adjusted the language of some tooltips to be more consistent across the application.
    • Under notifications, we used both "View more options," and "View More Actions" interchangably. We now just use "View more options" for the sake of clarity.
    • On the Worlds and Avatars wings, we no longer simply say "Recent". Instead we use "Recently Visited" or "Recently Used" to make it clear what sort of content the user is looking at.
    • On the Main Menu Launchpad, we changed "Recent Worlds" to "Recently Visited Worlds."
    • Revised some language under UI Settings regarding how tooltips are displayed.
    • Fixed tooltip that referred to "emoji" as "icons" (apologies, some of us are boomers, mb)
    • We've changed every mention of "Playlist" to "Favorites List".
    • "Private worlds" are now named "Private instances".
    • "Groups Plus" and "Group Plus" have been changed to "Group+"
  • Added new Launch Options that allow users to manually control the process and thread priorities used by VRChat.
    • See our Launch Options documentation for more infomation.
    • These options are for advanced users only!
      • If configured incorrectly, they may degrade performance or cause system instability.
      • If you're not sure what you're doing, ignore this patchnote. You saw nothing.
  • Fixed an issue where the user count in worlds was not updating correctly across all UI pages.
  • VRCat's Variety Box should now have a header when you scroll down.
  • The counter shown on the Social Menu (signifying how many friends you have on and where they are) should now correctly sync on both the sidebar and the window itself.
  • Usernames that appear in the Main Menu and Quick Menu that use special characters should no longer be cut off.
  • Fixed some sliders in the Quick and Main Menus not behaving properly when slider snapping is enabled.
  • For those of you that use gamepads in VRChat, we've fixed some of the bumper/trigger text labeling in Settings.
  • The Join/Leave Portal notifications should now be properly sized according to their content.
  • The Group activity filter was appearing in places it shouldn't have been. We... put it in its place.
  • Improved in-game alignment for users utilizing PICO 4 controllers.
  • "View instance" string in the "More Actions/Options" menu should now be localized.
  • Fixed various issues with text wrapping, especially for localized versions of the client.
  • Fixed a bug that would sometimes revert the camera's resolution to 1080p when switching between modes.
  • The personal mirror no longer stays open when you log out on Quest, Pico or XRElite.
  • Notification badges on menu tabs now (correctly) display the new message count
  • Fixed a missing icon on the Instance Closed button on the Quick Menu's Here tab.

Full patchnotes can be found here!

distant relic
#

<@&503009384968749076> Update for y'all. VRChat 2024.2.3, build 1469 (nice) is now available on our beta branches. Network compatible as ever.

As usual, please drop any feedback on our open-beta feedback board.

No Booping No More

If you were paying attention to previous builds, you might've noticed there's something missing from this update: Booping. That's intentional. While we were excited about testing the feature, it was clear that folks weren't into it.

We're not interested in forcing a feature on the community that they're not into, so we're pulling it. In the future, we might try testing a reworked version of Booping, but it's unlikely to be something we try for awhile.

While it didn't quite go the way we wanted it to, we still appreciate the candid and honest feedback from the community.

Fixes & Changes

  • Improved stability of web sockets reconnects, potentially fixing a related application hang.
  • Resolve issue where builds would crash on initial world load on Linux/Steam Deck.
  • Fixed a rare case where VRChat would fail to launch entirely on PC.
  • Fixed a bug that could cause the UI to display incomplete/incorrect information after switching accounts mid-session.
  • Fixed even more-er inconsistent padding between users in the Friends Wing.
  • Fixed ESC key not cancelling text input popups with Japanese IME.
  • Fix world materials using a Legacy Shaders/Self-Illumin/* type shader rendering all white.
  • Fixed an issue where holding down Enter or Backspace on the Chatbox keyboard for longer periods could lead to disconnects.
  • Added a 1 second delay for sending messages via the in-game keyboard, preventing a double-tap on Enter/Submit from clearing the message immediately. OSC is unaffected.
  • Improved stacking/spacing of HUD notifications.
  • Fixed text spacing on some square menu buttons.
  • Fixed messages on replies or invites being ALL CAPS.
  • Top buttons in Main Menu Settings (Logout, Exit, Upgrade) now adapt properly to the space they need.

PS: We just enabled the new home world as default! If you "Go To Default Home" right now, you'll end up there!

wise furnace
#

<@&503009384968749076> As usual, for the curious, here's the changelog between 2024.2.3, build 1470, which just went live on all platforms, and the last open-beta release (1469).

Fixes & Changes

  • Improved stability of world joining.
    • This should fix some cases of the "Rejoin" button leading you to a different instance, or getting stuck in the ground for remote players.
  • Fixed custom emoji sometimes not showing up when people rejoined your instance.
  • Fixed blue interaction highlights on sphere and capsule colliders having incorrect scale.
  • Fixed padding on the "Impostor Preview" toggle.
  • Removed an incorrect avatar platform icon that snuck onto the "Clone Avatar" button.
distant relic
#

<@&503009384968749076>

Howdy beta folks! Something a bit special for you today.

We're starting an open beta for VRChat Constraints, which are our version of Unity constraints, aiming to boost performance and enable compatibility with non-PC platforms. This will run on a different Steam branch than usual, so make sure to read on below!

We'd like to be as confident as possible that existing avatars using constraints are still working as they should be, so if you create or use avatars that depend on constraints, please try it out and let us know if you find any issues!

Please leave feedback on our Open Beta board on Canny, and make sure to mention "constraints" in the title.

How to opt in

If you just want to test existing avatars, here's how to take part:

  1. Open Steam, then right click on VRChat in your library and choose Properties
  2. Go to the Betas tab
  3. Select the vrc-constraints branch from the dropdown

The final version of VRChat Constraints will support mobile platforms too! But as a start we are limiting our testing to PC only, so we can iterate a bit faster.

The build is network compatible. You can hover over the build number in the Quick Menu to verify you loaded the correct build. The tooltip should say: w_2024.2.3p1-f5a28dd94e.

SDK Beta

If you're an avatar creator and want to test adding the new constraints to your avatars, you'll also need a beta version of the avatars SDK that includes them.

Here's how to access the beta SDK:

  1. Create a new avatar project using the VRChat Creator Companion. You can also modify an existing project if you'd like. If you want to modify an existing project, please create a backup of it first!
  2. Update the Base and Avatars SDK versions to 3.6.2-constraints
  3. Open your project! You should now have access to the new constraint components such as VRCPositionConstraint

As a note, you need to enable Show Pre-Release Packages in the VCC to see this beta package!

Keep in mind that any avatars you create that use VRChat constraints will only behave correctly on the beta build for this feature, so we recommend limiting your testing to private avatars.

Other features and fixes

For technical reasons, this SDK contains a few extra fixes and changes that haven't made it out elsewhere yet. We'll have those listed in a proper changelog later, for now treat it as a treasure hunt. 🙂

Documentation

Finally, we have new documentation available for constraints that explains how to use them and what the various options do, as well as info about how constraints will affect performance rankings. Click here to see our beta documentation for VRChat constraints!

We've also added info about the limits that will apply to constraints to the Performance Ranks page.

Known Issues

We're aware of an issue where constraint offsets may not update correctly when scaling your avatar, which we'll aim to fix in the near future.

distant relic
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<@&503009384968749076>

We have a new build for the VRChat Constraints beta today. Many thanks for your feedback so far!

In this update, we're primarily focusing on differences in behavior between Unity constraints and VRChat constraints, and a critical issue causing client and SDK freezes. We're aware of some user experience suggestions for the SDK that haven't made it into this update - we're still tracking them and may introduce some of them in the future.

If you're on the Steam beta branch already, it should update to the most recent version automatically (you might need to restart Steam). To confirm that you're on the right build, hover over the build number in the Quick Menu. The tooltip should say: w_2024.2.3p2-dd23ceaf94

If you're also testing out the beta SDK, you'll need to update to the most recent version, which is now 3.6.2-constraints.2

As always, report issues on the Open Beta board on Canny. Please make sure you mention "constraints" somewhere in the title!

Fixes & Changes

  • Fixed a problem with the constraints system that could cause VRChat to freeze entirely when loading avatars with certain constraint setups.
    • We believe this should also alleviate freezes seen in the SDK in similar situations. Please let us know if you're still running into editor freezes.
  • Fixed aim constraints misbehaving with specific aim/up vectors.
  • Made some corrections to how rotation, parent, aim and look-at constraints calculate their results when using local space solving.
  • Changed how constraint components on the same game object determine the order they should run in to better match Unity constraints.
  • Fixed the Activate function not applying to constraints that are already locked.
  • Fixed a case where the auto-converter could lose track of animation bindings if you had multiple constraints of different types on the same game object.
  • Made some behavior changes to the Freeze To World function based on user feedback:
    • Allow constraints that have no sources assigned to them to be frozen to the world.
    • Freezing a constraint to the world will only affect the axes that the constraint is allowed to control (the ones that are ticked under Constraint Settings).
  • Various small user experience improvements in the SDK:
    • Multiple VRChat constraints of the same type can now have all of their sources edited at once when they're all selected at the same time, and the Activate and Zero functions should apply to all of the selected constraints.
    • The Select button for the Constraint Depth group in the SDK control panel should now select the most deeply nested constraints on your avatar rather than selecting all of them.
    • The conversion message shown in the control panel for avatars using Unity constraints is now a warning message to make it more visible to creators.
    • Added a menu entry for converting from Unity constraints to VRChat constraints under VRChat SDK/Utilities similar to the Dynamic-Bones-to-Physbones converter.
weak raft
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<@&1145797715725385809> <@&503009384968749076> Hey all! Got a new SDK beta for you today!

This is SDK 3.6.2, beta 1. It's available the same way as always. Find the instructions here to enable preview packages: #open-beta-info message

After you've done that, you can select Beta versions for the SDK packages in your projects.

⚠️ Back up your projects before using Beta SDKs! ⚠️

Full notes as always are available here, and I've managed to squeeze in the text below for those too lazy to click a link:

Summary

This update adds AI Navigation, improves Avatar editor panels, implements new Player State APIs, fixes input events in ClientSim, and fixes World uploads failing when using inline sprites.

New features

  • This release integrates Unity 2022's AI Navigation package, which allows you to create non-player characters (NPCs) that can intelligently move around the game world, using navigation meshes that are created automatically from your Scene geometry.
  • Some Avatar editor panels have been updated:
    • The Expression Parameters and Expressions Menu editors have been rebuilt from the ground up.
    • The updated Expression Parameters editor:
      • Allows you to reorder elements via drag & drop easily
      • Uses a progress bar style meter to indicate how many synced bytes the parameters use
      • The Expression Parameters assets now have a new icon, making them easier to see in your Assets folder
    • The updated Expressions Menu editor:
      • Shows the current Menu Controls count alongside the maximum number of Controls you can add
      • Shows the types of each Control at-a-glance
      • Allows you to reorder the Controls via drag & drop easily
      • Has improved and updated warnings and errors
      • Has improved layout for editing all the Control types
      • For Sub-Menu Controls - allows for quick creation of a new Menu asset and provides a button to open the editor for the submenu with a single click
      • The Expressions Menu assets now have a new icon, so they're easier to see in your Assets folder
  • The VRC Scene Descriptor now shows a gizmo in your scene for each spawn defined in the spawns list.
  • The SDK now blocks uploads if the last built avatar exceeds the new reduced download or uncompressed size limits for Avatars.
  • Implemented some new player state APIs available via Udon:
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Fixes

  • Fixed issue with broken input events in ClientSim, addressing this Canny issue.
  • Fixed world uploads failing in some cases when using inline sprites in TextMeshPro labels.

Known Issues

  • The first time you open a Scene and select a GameObject inside a prefab with a U# Behaviour, the GUI for the component directly below that U# Behaviour will not show its GUI. Deselecting and re-selecting the prefab fixes this.
  • Buffer Particles don't work as they did in Unity 2019, there is a workaround to fix them from community member hfcRed here.
  • Unity 2022 sometimes causes Rider's debugger to stop for unhandled exceptions in Unity's IMGUI.
distant relic
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<@&503009384968749076>

We've got all the spices out. The freshest ingredients. The wildest recipes. You smell that? We've been cooking. It's patch day.

Time to eat.

2024.3.1, Build 1480.

Full notes can be found here.

New Features

SteamVR Input 2.0 and PCVR Hand Tracking Support!**

  • SteamVR Skeletal System - We now have PCVR support for SteamVR skeletal hand tracking and finger based input similar to our native Quest release!
    • Finger tracking for Index controllers has also been improved, as it directly uses the skeletal data from SteamVR.
  • A new button has been added to the Main Menu Controls page to open the SteamVR bindings UI for VRChat.
  • Full controller remapping via the SteamVR bindings UI - Remap any action to any button you want on any controller. The customization possibilities are nearly endless!
  • New gesture methods - Including new mappable "Gesture Direct" buttons that let you explicitly map gestures to any button. This is helpful for triggering avatar effects via explicit button presses!
  • Bonus Mappable Actions - Earmuffs, Nameplates, Chatbox, and more can be one button press away with an array of new mappable shortcuts.
  • Auto-Hold - Tired of holding the grip button for equippable items like pens and grappling hooks? The option to auto-hold them is now active if the new "Drop" action is mapped. Now you can press once to pick those equips up and press again to drop them!

VRChat Constraints

  • VRChat Constraints are a replacement for Unity's constraints system that is more performant!
    • Constraints allow folks to do really cool things with avatars -- but until now, they've been risky when it comes to performance cost. This was due to how Unity's default constraints were calculated.
    • Our version is vastly more performant. That means creators can use more without impacting other folks around them.
      • This performance increase means that VRChat Constraints can be used on non-PC avatars!
    • It also means we can calculate their performance cost more accurately, so we'll be adding them in as a tracked performance stat.
      • Secondary note: in addition, we now track a new stat called Constraint Depth. This tracks the deepest chain of constraints on your avatar. This helps us give a more accurate understanding of the performance cost of any constraint systems on your avatar.
    • You can automatically convert your avatar from using Unity constraints to VRChat Constraints using the SDK! We've been testing it behind-the-scenes for some time, and it works great!

For more information on VRChat Constraints, you should check out the Creator Docs, which you can find here!

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Updates & Fixes

  • Numerous stability improvements!
    • Memory usage has been improved in various scenarios.
    • We got out our plumber's wrench and closed off some memory leaks.
    • Reduced a handful of loading hitches and stutters across the client.
    • Fixed several rare crashes.
  • Startup speed has been greatly approved across all platforms!
    • This includes the entire startup flow -- from opening up VRChat, to the login process and loading into your homeworld. The entire process has been reworked, with the end result being a sizeable decrease in load times.
    • This rework also fixed a bunch of minor bugs, crashes, and other issues.
  • Various improvements to text displayed across the client in various languages.
    • Friend request text should no longer overflow in other languages.
    • Text in QM/MM wings should no longer overflow.
    • Fixed overflows across playlists.
    • The one-handed movement tooltip is now localized.
    • Performance text on avatars is now translated!
    • Fixed big characters not showing in the search bar, like Japanese ones.
    • Added localization for transaction types in the Marketplace transactions menu.
  • Tweaked UI to fix a handful of minor bugs. There's a lot of them! You can find them all below:
    • Adjusted the size of the hover highlight effect on Main Menu world cells in order to make them fit properly.
    • The Main Menu "offline" social count was not updating. We fixed it!
    • Favorite friend group numbers were also not updating -- that's fixed, too.
    • Fixed some weird issues with seperators in Settings.
    • Not quite a bug, but we've moved color blind filters to their own section so they're easier to find.
    • Fixed small capitalization typo within the Main Menu safety page.
    • Fixed the avatar pedestral appearing over some dialogs or menus.
    • Fixed the vertical alignment of several buttons that were, like, a pixel off. You weren't crazy. We promise we didn't do it on purpose... heh heh heh heh.
    • ...we also fixed the alignment of some text in the Social menu that was broken. Oops!
    • Now the word "user" is used instead of "player" unless it is referring as the representation of a user within an instance.
    • Fixed an issue that caused QM user action buttons to flicker when their avatar was shown/hidden.
    • Fixed a bug that caused the QM to close after editing an invite message.
    • Fixed some minor rendering artifacts on Main Menu wings and certain header icons.
    • Tweaked how text is displayed in the Quick Menu while in the new reporting flow.
    • Fixed Favorite/Unfavorite button state in Avatar Details.
    • The invite/response window now has more accurate "Add Message" button tooltips.
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  • A few changes that are relevant to creators! These touch SDK functions, but will work right away in this client version:
    • Fixed VRCPlayerApi.SetVoiceLowpass function not working.
    • OnInputMethodChanged is now called whenever the player joins a world.
    • Introduced a limit on recursion depth between Udon Behaviors of 1000 steps.
  • Dynamic Bones on avatars will now always be converted to PhysBones.
    • As a heads up: if you use Dynamic Bones on your avatar, you will have to convert them to PhysBones before uploading for now on.
    • You can read more about this change in the Developer Update from July 11.
  • VRChat will now automatically add or remove parameters in OSC config files when an avatar is updated.
    • Any manual edits to addresses in the JSON will be kept, as long as the parameter name didn't change.
  • We've added tooltips for all of the stat fields on the Avatar Details page. This should hopefully give you a little insight into what each stat means and how they can affect overall performance.
  • Fixed an issue that caused OSCQuery parameters to fail to broadcast with their proper default values.
  • Fixed an issue that prevented badges to not appear in the Main Menu's profile menu when logging in with Steam.
  • The platform compatibility icons on the Clone Avatar button disappeared! After a long search, we've found them and put 'em back.
  • Fixed a bug that could cause your view height to be set incorrectly after leaving a station.
  • Hid some accessibility UI options that were not available on desktop mode.
  • The blue camera lens indicator light should now be properly hidden whenever the rest of the lens is.
  • Fixed a bug that would make world tags unclickable.
  • Local builds of new avatars will now appear in the Avatars menu without requiring a restart.
  • Udon Input is no longer blocked in the Quick Menu, only the Main Menu.
  • Fixed a case that could cause avatars to be left squinting if you move far enough away from them mid-blink.
  • Hebrew is now available as a preferred language!
    • Because Hebrew is a Right to Left (RTL) language and our UI was originally designed for LTR languages, please excuse some of the design compromises we had to make in order to get the language to play nice with our layout (like left-justification for text).
  • You can now toggle Logging in the Main Menu (as opposed to just the Quick Menu).
  • Fixed a bug that caused names of players involved in vote kicks to be masked from logs.
  • Fixed a small issue on the avatar unavailable image where masking wasn't being applied correctly.
  • The current world name in Main Menu Worlds is now hidden in Streamer mode.
  • Restyled the "distance diamonds" that appear when hiding avatars by distance or by count.
    • They're opaque now, which should help to improve performance in busy instances.
  • Updated the list of report reasons that are available when reporting users, avatars, worlds, and groups.
  • Fixed an issue where the email verification prompt on login would lead to a black screen.
    • Additionally, the in-client instructions for email verification were made more legible.
  • Fixed an issue that caused images viewed in the Group Announcements page to be displayed in a low resolution.
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Known Issues

  • Using FBT with the new finger tracking may cause pinch locomotion to apply with incorrection orientation, and momentary freezes in FBT tracking. A fix is already in the works!
  • One-handed movement UI may not appear when using the action menu on some platforms.
  • Mute/Unmute sound effect is missing.
  • Action menu scale can depend on your avatar size.
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Finally, if you haven't already participated in the VRChat Constraints Open Beta, the following notes will apply to you. If not, don't worry, ignore these:

Here are the full VRChat Constraints patch notes vs. the previous version folks were testing! From this point, constraints will be part of the main Open Beta.

To keep taking part in this beta, you should now switch to the standard Open Beta branch on Steam (open-beta). The separate constraints beta branch will be closed in the near future.

Our latest SDK for the constraints beta is 3.6.2-constraints.3

Please continue to report issues on the Open Beta board on Canny, and be sure to mention "constraints" in the title!

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Fixes & Changes

  • Changed how animations are applied to constraint sources to allow animation clips to be shared between objects.
    • This aims to resolve issues with animations becoming broken after doing certain actions such as deleting and recreating constraint components.
    • As a result of this change, you'll only be able to animate the first sixteen sources on each constraint object. You can still add as many extra sources as you'd like.
    • Due to this change, if you have any pre-existing animation clips animating VRChat constraints, you may need to redo them, or convert your avatar from Unity constraints again. Sorry about that!
  • The auto-convert option under VRChat SDK/Utilities can now be used on any prefabs or animation clips in your project -- it is no longer limited to VRChat avatars. You can also trigger this function by right clicking on the assets you want to convert in the project browser and choosing VRChat Utilities/Convert Unity Constraints to VRChat Constraints.
  • Similarly, you can now right click on any individual Unity constraint on a game object to convert just that constraint into a VRChat Constraint. Note that this will not automatically convert any animation clips.
  • Fixed rotation and parent VRChat Constraints behaving differently from the Unity versions with a single low-weight source.
  • Fixed multi-source constraints rotating incorrectly in some cases when the first source has a weight of zero.
  • Improved performance for certain complex cases of constraint usage, such as "Avatar Clones".
  • Fixed an issue in the SDK that could cause the editor to regularly become very slow to respond in avatar projects with an extremely large number of constraints.

Known Issues

  • When updating to the new version of the constraints SDK, all sources on existing VRC constraint components will be lost!
  • We are aware of editor slowness when a very large number of constraints are in use in the scene. As mentioned in the fixes list above, we believe we've sorted the worst case of this in time for this update, but some cases may still remain.
  • Some complex constraint systems used by community tools such as VRCLens may not behave correctly at this time due to differences between Unity constraints and VRChat Constraints.
weak raft
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Oh, since we edited in the ping, the ping didn't go out. Whoops!

So, uh, here ya go <@&503009384968749076>, here's another ping! We just released a new open beta!

Lots of stuff, like Steam Input 2.0, VRChat Constraints (this time, in the main line Open Beta!), tons of stability improvements, optimized startup times, and much much more!

Check it out starting from here #open-beta-announcements message

wise furnace
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Lil' followup patch right away, because we just happened to have it ready :)

All open beta branches have been updated to build 1481. This fixes a few issues:

  • Fixed finger tracking pinch locomotion applying movement in the wrong direction while using full body tracking
  • Fixed an issue where FBT would stop tracking momentarily when a controller or finger tracking lost tracking
  • Fixed a loading hitch regression when loading avatars that are uploaded with VRC Constraints
  • Microphone mute/unmute sound effects are back

Also, the 3.6.2-constraints.3 SDK beta is now actually available via the VCC.
Note once again that upgrading to this SDK version will wipe all your Constraint Sources in editor!

distant relic
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<@&503009384968749076> It's already patch day again, can you believe it?

Quickly before the weekend, here's build 1482.

This beta is still network compatible! In fact, going forward, any time we don't explicitly call it out all betas will be compatible with live!

Fixes & Changes

  • Fixed a bug that caused some remote users' fingers to be stuck in place (sometimes oddly curled) if gestures were enabled.
    • I have evidence that QA called this the "owie fingies" bug internally.
  • Fixed a bug that caused some avatars to get stuck in a T-Pose.
  • Fixed desktop users always sprinting, regardless of whether the Shift key was held. Gotta go fast.
  • Fixed an issue that caused platform indicators on world cells in the user details menu to be squished.
  • Oculus Touch controllers' trigger click sensitivity is now more consistent with live.
  • The Action Menu, camera and personal mirror no longer scale with avatar size in Desktop mode. 🔍
  • Controller models should now properly show in the calibration mirror and no longer in the stream/photo camera.
wise furnace
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Once again, we have a little followup to the previous patch! Steam version only this time.

Build number is still 1482, there is just one change included:

  • Fixed audio and voice volume being too loud or clipping

Enjoy your weekend!

weak raft
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<@&503009384968749076> More More More Updates!

This is open beta build 1484, still network compatible, and available on Steam and Quest (via AppLab).

As usual, drop any feedback you have on our Open Beta Feedback Board! Bugs that are not reported via our Feedback board will not be monitored or fixed so please report them there instead of posting them in Discord.

Portal Overhaul!

You might have caught a glimpse of this in our most recent Dev Update, but we've been hard at work redesigning Portals!

This update includes the new graphic style, with a more minimalist approach putting the spotlight on your world thumbnail, a sleek new parallax shader, and fancy drop and close animations!

Fixes & Changes

  • Added a new global toggle Avatars Use Finger Tracking to the Main Menu Controls page for SteamVR.
    • When toggled off, avatar hands revert to the animated hand state even if skeletal tracking is available. Gesture parameter detection including detection depending on finger tracking will still function, and as usual the Gestures toggle will affect how hands are animated, but this new toggle prevents any skeletal tracking from being applied to the avatar's hands.
  • Added a new per-avatar toggle called Legacy Fingers to the "Expressions -> Quick Actions" page in the Action Menu (next to avatar scale).
    • When toggled on, estimated and partial skeletal finger tracking (for example, Quest or Index controller based tracking) is processed through the method that we used for Index controllers in the past. As a note, full finger tracking (the type with the new pinch interactions) is not compatible with the old method and will remain fully tracked regardless of what this setting is toggled to.
  • Changed the default binding for menu grabbing to require a full squeeze on Index Controllers.
    • Note that you don't need to hold the squeeze, and you can still un-grab by taking your fingers off the grip sensor.
  • Opening the SteamVR dashboard no longer stops controller tracking.
    • Note that opening the SteamVR keyboard will still do so, and this is intended by Valve.
    • Finger tracking will still be disabled in this state, but your hand position will be available.
  • Fixed issues with opening Action Menu on both hands using custom bindings.
    • action_menu binding has been moved to the global action set, you'll need to rebind it if you had it set before.
  • Fixed a bug that caused the QM to open when toggling the action menu off, if the action_menu toggle had been re-bound to a menu button in the Steam Input settings.
  • Fixed scrolling issues when switching between featured world categories and favorites lists in the Main Menu's Worlds page.
  • Fixed an issue that prevented the visibility of favorite worlds lists from being changed.
  • Fixed visual issues with some Main Menu sidebar buttons.
  • Found missing loading screens (Connecting…, Joining…) for SteamVR between the couch cushions and put them back.
  • Fixed a bug where Behavior Reports would submit early without offering to enter a text description.
  • Going to an external report form from the app now auto-fills the report form.
  • Corrected reversed distance adjustment of the Personal Mirror when using the scroll wheel in Immersive Mode.
  • Added a tooltip to the Constraint Depth performance stat.
  • Fixed VRChat rotation constraints locked in one axis only sometimes appearing at the wrong rotation when the avatar loads. Woo, gimbal lock.
  • Includes the fix for audio being too loud, this time on both platforms.
  • More improvements to world load time.
  • A few more spurious crash fixes.
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Known Issue

  • Rarely, while switching instances, you may get stuck at a black screen. We are investigating this problem, if you encounter it please let us know on this Canny and share your logs!
distant relic
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<@&503009384968749076> Another update already? Why yes, all the better for your weekend plans.

This is open beta build 1485, which is still network compatible and available on Steam and Quest (via AppLab).

As usual, drop any feedback you have on our Open Beta Feedback Board! Anything not reported on the Feedback Boards will not be fixed! See also the special note about constraints below!

Fixes & Changes

  • Addressed some slight discrepancies between Legacy Fingers and how Index controllers are processed on live.
  • Fixed an issue that prevented the Legacy Fingers setting from saving properly per avatar.
  • Fixed input hints on Desktop when placing a portal showing a big white square.
  • Reworked how the constraints system registers and sorts constraints to reduce stuttering reported with some avatars.
    • This should also improve stability for constraints that reference one another in a loop.
  • Fixed rotation constraints misbehaving when used on children of a transform affected by a scale constraint.
  • Fixed rotation constraints giving incorrect results in certain situations where three or more sources are used.

Changes in SDK 3.6.2-constraints.4

  • Fixed cases where the constraints system could start triggering errors when deleting constraints or moving them around.
  • Fix parent constraints potentially shifting when Activate is pressed.
  • Made some corrections to how constraint depth is calculated when dealing with disabled VRChat constraints.

Our testing shows that we are getting very close to full compatibility with Unity Constraints, which is the main goal of this release cycle. If you find any more avatars that behave differently than before, or are broken outright - drop us their ID on the Open Beta Feedback Board! Please be sure to mention "constraints" somewhere in the title of your report.

Known Issue

  • Rarely, while switching instances, you may get stuck at a black screen. We are investigating this problem, if you encounter it please let us know on this Canny and share your logs!
distant relic
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...alright, fixed that one up, put some duct tape over there, logs in here... Oh, OH! <@&503009384968749076> !! When did you get here?

Ahem. Sorry.

We have a Friday update for you, build 1486, still network compatible.

Fixes & Changes

  • Fixed constraints log spamming (and potentially breaking) in some scenarios.
  • Fixed more issues with super low weight (< 1e-7) constraints.
  • Added back the red ring around incompatible avatar pedestals.
  • Fixed an issue that allowed you to move while an error popup was open.
  • Restored AFK detection in SteamVR.
distant relic
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<@&503009384968749076> <@&1145797715725385809>

Something different for a change: SDK beta version 3.7.0-beta.1 is now available in a VCC near you!

This replaces and merges both the 3.6.2-beta.1 and 3.6.2-constraints.4 versions, and as such includes all VRC Constraints features.

3.6.2-beta.1 brought Unity AI Navigation and updated Avatar Editors, which are also still included here.

3.7.0-beta.1 brings some features of it's own too though, all available for testing in one convenient package!

The full combined changelog is available here: https://vrc-beta-docs.netlify.app/releases/release-3-7-0/ - summarized below!

New Features in 3.7.0!

  • Massively upgraded Standard Lite shader!
    • Considerably improved performance in the baseline.
    • Non-linear Lightprobe sampling: This will avoid unusual stark contrast for real-time objects in a scene.
    • Lightprobe specularity: This will fall back to using lightprobes in the scene to generate specular highlights if no reflection probes are present.
    • Geometric Specular AA: This will avoid jagged/aliased edges for shiny objects at a distance/at sharp angles by tweaking the roughness to add just enough to stretch any highlights over at least one extra pixel - this should reduce the apparent 'screen door' effect on a lot of geometry.
    • Spherical Harmonics lightmap compatibility through MonoSH (Bakery): This allows you to have the appearance of real-time lighting without the cost, by having every pixel of a lightmap encode light spread and direction, and otherwise treating it as being lit that way. The MonoSH version in particular avoids additional memory cost by squeezing everything into just one extra map. Baking MonoSH-compatible lightmaps requires the external Bakery plugin.
  • Added OnLanguageChanged Udon event that gets called on join and when users select a new display language.
    • Note: This will only trigger in ClientSim and for users on client version 2024.3.1 and higher.
  • Added an info-level message in the SDK build panel that encourages using Kaiser mipmapping for higher clarity.
    • We talked about the new DPID mipmapping algorithm in a dev update before. This is a first step towards that - though the algorithm is not included yet, so this will recommend default Unity Kaiser mips for now.
  • Added a gizmo to VRCSceneDescriptor to visualize the respawn height.
  • Auto-converting Dynamic Bones components into PhysBones is now required before uploading.
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Fixes & Changes relative to 3.6.2-beta.1

  • Improved stability of the new editor panels.
  • Fixed some issues displaying code-generated avatar asset files, as many community tools do.
  • Fixed avatar expression menu missing parameters between SDK upgrades and restarts.
  • Fixed empty control names being incorrectly overwritten with "New Control".
  • Fixed boolean Toggle menu entries not working as expected in-game (toggles created in 3.6.2-beta.1 or 3.6.2-constraints.4 may need to be recreated).
  • Sub-assets of expression menus will now copy the target parameter object from the root asset if set.
  • Fixed network IDs not being displayed in the Scene Descriptor inspector.

Fixes & Changes relative to 3.6.2-constraints.4

  • Fixed offsets not always being calculated correctly for unlocked VRChat position constraints.
  • Standard Lite changes were partially available in the constraints beta series before, this version fixes an issue related to the Emission property therein.

Breaking API Changes

As the minor version bump indicates, 3.7.0 contains breaking changes for user tooling. In particular, all exposed information and APIs related to DynamicBones have been removed without replacement. As uploading avatars with DynamicBones is no longer supported, user tooling should be updated to reflect that and only support PhysBones going forward.

distant relic
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<@&503009384968749076> Another batch of fixes for ya', quite a lot of them this time around!

Welcome to build 1487, still network compatible as ever.

Keep reporting any issues you find on our Open Beta Feedback Board - anything not reported on there will not be taken into consideration!

Note About AppLab Deprecation

Meta is merging AppLab into the main store, so to avoid confusion, we are going to stop using AppLab to distribute beta builds for Meta Quest devices.

To continue testing open beta versions on Quest devices, you can follow the updated guide in #open-beta-info to select the "Open Beta" update channel on the main app.

We will remove the AppLab version of VRChat in favor of this process soon. For now, this update is available on both AppLab and the new "Open Beta" channel on the main app.

Input 2.0 Documentation!

We now have an official docs page dedicated to the Input 2.0 update, which explains some of the new behaviour in depth and with detailed screenshots.

Check it out: https://docs.vrchat.com/docs/steamvr-input-20 !

New Features

  • Double-clicking the configured menu button will now open the Main Menu.
    • This one is a bit experimental - unfortunately it is currently not possible to separate the Quick Menu, Action Menu and Main Menu bindings more distinctly. We're open to any type of feedback on this change.
    • Makes it much quicker to open the big menu though!
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Fixes & Changes

  • Fixed issues where you could get stuck on a black loading screen for extended periods.
  • Fixed some race conditions around avatars loading while leaving an instance leading to potential soft-locks or long load times.
  • Restored some network rate-limit logic, most notably improving ownership sync for very large object counts at once.
  • Fixed some rare cases of "Unexpected Client Behaviour" kicking you from an instance due to Udon logic.
  • Fixed an issue that made SteamVR controller haptics too intense.
  • Fixed Input.GetAxisRaw producing incorrectly smoothed results in Desktop mode.
  • Fixed some Udon legacy input methods not working on non-PC platforms.
  • Fixed an issue that caused the "Feedback & Feature Requests" banner in the Quick Menu to not be clickable.
  • Rolled back a change to OSC that caused all parameters to broadcast their values on avatar load.
    • The part where it fixes the initial state of parameters exposed via OSCQuery was kept, though.
  • Fixed missing default bindings and handling of right hand grip vs trigger, which was causing issues making a fist when using the "Legacy Fingers" option.
  • For gesture parameter detection, the Global gesture_trigger_axis will now also serve as "trigger touch" when the trigger is pulled (in addition to gesture_activator_index).
    • In other words, pulling the trigger will always treat the index finger as touching. So even on controllers with broken touch sensors, you can make gestures that require an index index finger touch by pulling the trigger.
  • SteamVR controllers will no longer appear in the user camera (unless reflected by a mirror).
    • The HardwareObjects layer is now always excluded from pictures.
sharp tide
#

Hi <@&503009384968749076> testers! If you use Vive Wands you may have noticed that it's harder to use hand gestures in Open Beta. If you would like to preview the upcoming Vive controller SteamVR bindings changes extra early, we've spun up a little secret side-beta for testing that out.

You can find it listed as vive-beta under VRChat's betas tab on Steam.

⚠️ The "Main" action set has been merged into "Global" and there is a large reorganization of all our bindings so you must revert to default bindings if you had customized them, (even if you use controllers other than Vive) ⚠️

The vive-beta has undergone less internal testing (we really wanted to get this to you before the weekend!) so please include [vive-beta] in the title of any related Canny posts, to help separate from ongoing testing in the Open Beta.

Newly Available Bindings:

  • Added a "gesture wheel" 2d axis binding to the Global action set which functions similarly to the Vive touch pad gesture selection on live. These new bindings all have explicit left/right versions so that you could map them on opposite controllers if you wish
  • "gesture wheel select" will save the currently touched gesture selection
  • "gesture wheel soft select" is a 1d axis that can be used to select gestures with just a slight trigger pull rather than requiring a full button bind
  • "gesture wheel weight" is a 1d axis similar to the trigger pull for Vive controls on live. It will cause the saved gesture selection to activate its gesture
  • "gesture wheel direct" will cause the currently touched gesture sector to activate immediately rather than the saved one
  • "gesture wheel held" can be set to touchpad-touch and if bound, must be true to enable selecting gestures. This prevents a trigger pull from returning to the fist gesture when the touchpad isn't touched if you bind both select and weight to the trigger (see the default binds for an example)
  • "disable gesture wheel move"- Just adding this somewhere in your bindings (it doesn't need to be triggered) prevents new gesture selection while locomoting. A trigger pull on gesture weight will still activate the saved gesture however
  • "start move" and "continue move" if bound can be combined to click-to-start and touch-to-continue locomotion. If not bound, the regular "move" action will behave as usual

If you have issues, it's encouraged that you try out customizing your bindings to see what's possible. Please let us know if an important use case is not possible despite trying via custom bindings.

It's possible to use these new bindings on other controllers as well, not just Vive. However, if you aren't interested in testing the new Vive-style bindings, please continue using the regular Open Beta instead so that we can continue to receive feedback from that version. Thank you and happy testing! 🙏

sharp tide
#

Hi all, here's a non-pinging small update to the vive-beta (please see the above post for what this beta is about).

Newly Available Bindings:

  • **"gesture wheel direct stay" **is similar to "gesture wheel direct" however the gestures activated via this action will stay active until cancelled
  • "gesture wheel cancel" will cancel gestures set by "gesture wheel direct stay" returning that hand to the "neutral" gesture state. It will also activate the "open hand" gesture while the button is pressed, similar to how Vive wands behave on live

Default Bindings Changes:

  • ⚠️ You will once again need to reset to the default bindings for these changes to take effect⚠️
  • "Grab" has been moved from the grip button to the trigger for Vive controllers
  • Updated the default Vive bindings to use the new "gesture wheel direct stay" and "gesture wheel cancel" bindings
  • Fixed "gesture wheel direct" applying too early such that gestures activated for a few frames when trying to click for locomotion
  • Fixed an issue that prevented using action menus in both hands simultaneously with the default Index controller bindings

As before, please continue to put [vive-beta] in the title when sharing feedback from this build on Canny. If you aren't interested in testing the new Vive-style bindings please continue to use the regular Open Beta. Thanks for testing!

sharp tide
#

Hi everyone, here is another small set of fixes to the vive beta (please see above posts for what this beta is about).

Gesture Wheel Fixes:

  • "gesture wheel cancel" should now properly also activate the open hand gesture while the button is pressed
  • "gesture wheel direct" will take priority over "gesture wheel weight"
  • Fixed an issue causing "gesture wheel direct stay" to only trigger when lifting your finger off the action

Default Bindings Changes:

  • For Vive controllers, there are now two sets of official default bindings you'll be able to see when selecting bindings in Steam:
  • VRChat Default Bindings for HTC Vive: This is very similar to the default Vive wand bindings on live
  • VRChat Default Advanced Bindings for HTC Vive: This is very similar to the "Vive Advanced" controls on live

As usual please add [vive-beta] to the title of any Canny posts when sharing feedback. Thanks!

distant relic
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<@&503009384968749076> It's time to end this...

Build 1489 is now available to test, still network-compatible, and a release candidate!

Give this one a good round of testing once more, and report any remaining issues on our Open Beta Feedback Board!

⚠️ You must reset your bindings to default on this build if you've customized them! 🚨

**As before, check out our documentation here: https://docs.vrchat.com/docs/steamvr-input-20. **

And our branch new FAQ: https://docs.vrchat.com/docs/input-20-faq !!!

SteamVR Action Sets & Vive Wands

This build includes all changes from the vive-beta branch - check the changelogs above for details!

This includes a new way of managing SteamVR action sets in the bindings menu. They are now overlaid instead of the previous one-at-a-time system. This means that bindings from the "global" set, for example, will remain active even when the (Action) Menu is open, as long as no other action is bound to the same button in a higher priority set.

⚠️ You must reset your bindings to the default ones and re-apply any customizations you made previously! If you have existing, modified SteamVR bindings, they will be broken. 🚨

#

Double-Tap Main Menu

Thank you for all the feedback on this experimental feature!

We've decided to go ahead and ship the new behaviour, but added a toggle to the Controls menu for switching it off. A quick_menu binding option has also been added for full customizability of your layout.

Most feedback we've received was about the binding colliding with certain other VR applications or overlays, which is a distinctly PC-only issue - as such, for advanced users we give you the option to toggle it off, but for the majority of people this improves the experience, so having it on by default makes sense.

If the binding it conflicts with is specifically "space-drag/playspace", we recommend giving it a try with the new behaviour regardless. In our testing, this conflict rarely becomes an issue in practice, as holding the button after a double-tap will not open the menu.

Here's the full changelog for this feature:

  • There is now a toggle to disable "double-tap to open main menu" found in the Settings -> Controls page. For SteamVR users, this should just look like a standard toggle. For other platforms, this will be an option along the controller's input breakout panels. If your platform has a "Custom" tab for controller bindings, check there in order to interact with the toggle.
  • If your Main Menu is open and you'd like to return to the Quick Menu, one double press will now do that (instead of re-opening the Main Menu).
  • SteamVR users can now use the dedicated quick_menu global action and bind inputs to it in order to control the state of the Quick Menu.

Fixes & Changes

  • When using full-fidelity finger tracking, when a hand loses tracking, it will persist in place until either 5 seconds have elapsed, at which point the hand will drop to the player's side, OR until the hand is re-acquired by the tracking system.
    • This gets the Input 2.0 hand tracking to parity with the tracking loss behavior currently present on Quest native hand tracking.
  • Fixed one-handed movement gizmo not appearing when it should on PC.
  • Fixed eye bones sometimes inheriting an incorrect rotation in certain input scenarios. 👀
  • Fixed personal_mirror binding not updating the state of the toggle in the Action Menu.
  • Fixed an issue that prevented left and right thumbsticks on a dedicated gamepad from functioning for Udon Input while in SteamVR.
  • Made corrections to how aim and look-at constraints behave when they are solving in local space.
  • Speculative fixes for a case that could cause constraints to stop running as avatars load in and out. This would break all constraints until a restart.
    • We haven't been able to reproduce this internally, so please let us know on this Canny if you still run into this problem! 🙏

Known Issue

  • When using hand tracking, the pinch gesture to "click" may only work on one hand in some scenarios. Enabling "Finger Tracking Exclusive Mode" can be used as a workaround.
distant relic
#

<@&503009384968749076>

As is tradition, here's the changelog from yesterday's release candidate builds to 1490, which has just shipped to live on all platforms!

Please report any issues you find now to the regular Feedback Boards!

As before, the open-beta channel on Steam and Quest will stay open but contain the same build as live. Until the next beta starts...

Fixes & Changes

  • Fixed an issue with joystick movement when the Quick Menu or Main Menu were open.
    • In-depth note: The "menu" and "global" action sets now operate at the same priority level.
  • Fixed an issue that caused the movement axis to get stuck if opening the Action Menu while moving/rotating.
  • Double-tapping while the Quick Menu is already open will no longer trigger the Main Menu, instead bringing you back to the main page of the Quick Menu.
  • Improved the way avatar gesture values are calculated in finger-tracking mode.
    • Fixes some issue with overbending fingers no longer detecting an "open hand" pose for example.
  • Reduced "gesture wheel direct" apply delay from 250ms to 180ms.
  • "Finger Tracking Exclusive Mode" is now enabled by default.
  • Fixed an edge case that could lead to unexpected behavior on constraints attached to an avatar's head bone (includes a fix for the funny eye bone bug 👀).
distant relic
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<@&503009384968749076> <@&1145797715725385809> We're gearing up to ship you the SDK-side of constraints as well!

Here is SDK version 3.7.0-beta.2, bringing you the updates listed below. This is an SDK release candidate!

As usual, report any feedback on our Open Beta Feedback Boards with your SDK version in the title!

Fixes & Changes

General

  • Fixed inconsistent loading of Expression Menu and Parameter icons in editor.
  • Fixed issue that caused Diffuse and BumpedDiffuse mobile shaders to appear all white.

Constraints Fixes

  • Fixed rotation constraints locked in exactly one axis sometimes appearing at the wrong rotation.
  • Fixed parent constraints potentially shifting in the SDK when Activate is pressed.
  • Improved stability for constraints that reference one another in a loop.
  • Fixed more issues with super-low weight constraints.
  • Fixed offsets not always being calculated correctly for unlocked VRChat position constraints.
  • Made corrections to how aim and look-at constraints behave when they are solving in local space.
  • Fixed constraint sources losing their references when selecting multiple VRChat constraints and editing their sources lists at the same time.

Constraints Editor API

  • Improved support for community made tools interacting with the constraints auto-converter in the SDK.
distant relic
#

Non-pinging announcement!

As we mentioned earlier, we're moving off of Applab. And by moving off, I mean we're now gone. Read #open-beta-info for how to continue testing on Quest.

distant relic
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<@&503009384968749076>

F R E S H. P A T C H. N O T E S.

Open Beta: 2024.3.2, AKA build 1501

We've got a lot of fixes, a new way to invite ya friends, and a bit of cleanup from 3.1. Chomp on this, my dudes.

Patch notes can be found here!

Features

Offline Invites

Have you ever wanted to send an invite to a friend that is offline or on the website? Well, now you can!

You can now invite "offline" friends who:

  • Receive push notifications though the VRChat mobile app!
  • Are active on the VRChat mobile app!
  • Are active on the VRChat website!

There are a few other changes that have come along with this! For example, you can now see how long friends have been offline in the VRChat client itself, not just on the website. There are also new status icons that help you see the precise status of your friends (in other words, if they're active in VRChat, or on the website, or totally offline).

If you're curious to learn more about this feature, check out the Dev Update from August 8!

#

Fixes & Changes

  • Fixed some incorrect tracker and controller visibility behavior, for example hovering pickups during FBT calibration will no longer confuse the system!
  • Added a new settings option: Interactive Object Tooltips!
    • This allows you to specify how you want hover information for interactable objects (like pickups and buttons) to appear.
      • The old "Enable Tooltips" setting now exclusively controls UI tooltips. If you've never touched this setting before, it will be set by default to "Controller". If you have adjusted it, your old settings will be translated over to a similar setting.
    • Aside from the existing "Controller Model + Text" and "Only Blue Tether and Outline", there's now also a mode that hides the controller but leaves the text, and one that only shows the blue outline for maximum immersion.
  • Devices in the --ignore-trackers= command line argument list will now also be hidden visually.
  • Impostors have received a lot of work! In addition to being more performant, they also should look better.
    • We've actually been improving them quietly over the last three months! This includes:
      • Reducing "limb pinching".
      • Greatly reducing VRAM/texture size!
      • Improving their geometry/edges.
      • Improving results for avatars with large features like wings/tails/hair.
      • An ENORMOUS amount of bugfixes!
      • And of course, auto generation has been rolling out, too! Over time, you'll notice more and more impostors as we get caught up.
      • ...they're being generated for iOS, too!
  • Added a VRC+ tab to the Quick Menu.
    • This, functionally, has all the same features as the Main Menu VRC+ tab.
  • The UI popup shown after successfully purchasing a subscription via the Creator Economy has been updated with a new design. In addition, the confirmation popup has also been redesigned.
  • Updated Product Details UI with new layout to better display Creator Economy listing details.
  • Fixed a bug that caused an avatar's head to flicker in first person when in an immobile station and physically moving in VR.
  • Added "Finger Tracking Exclusive Mode" setting to the mouse and keyboard controls page.
#
  • Fixed SteamVR-based input issues causing "Action Menu" and "one-hand" modes to interfere with gestures.
    • New actions for gestures were added to those action sets and the default bindings were updated.
    • As always, if you customized them, you'll need to add these new bindings or just revert to the default bindings to get the fix.
  • Merged FBT Locomotion animation tooltips and improved the tooltip.
  • Fixed an issue that was causing visual accessibility options in the Quick Menu to display improperly.
  • Localization changes!
    • Additional strings added in from Crowdin to help localize the client.
    • Split some report strings to allow better translations.
    • Added "Constrain Depth" tooltip on the avatar performance details page.
    • "True" and "False" on the avatar performance details
    • Fixed set of unlocalized tooltips related to total users in a group and users online in a group page should now be configured for localization.
    • Configured the portal proximity warning on the HUD for localization
    • Portals text is now localized!
    • Added tooltips to the copy and paste buttons on the keyboard.
    • Small variant fix for word Public (now uses variant instance instead of worlds) in the create new instance modal.
    • Replaced complex localized string from reports title with simpler more direct ones for each case.
    • Removed word "Environment" from user-shown strings, now we used "World".
    • Clarified language in various strings using the terms "Environment" and "World".
    • Clarified language for Avatar Download Prioritization settings.
    • Created a better tooltip for Report View button.
  • Fixed a text-wrapping issue on the Quick Menu's selected user page block button.
  • Avatar interaction now works when using multiple clients with the same account, such as with Build & Test.
  • Now foldout buttons will make sound on click, not button down.
  • HUD notifications now support multi-line text, which should make longer messages more legible.
  • Avatars hidden by performance settings (avatar hider) will no longer report "Incompatible" on nameplates.
  • Adjusted the text size on some Quick Menu buttons to make them more legible.
  • Fixed issues with the Main Menu Avatars page having overflowing columns when an avatar was selected.
  • The Report button found on the Quick Menu's Selected User page has been moved to the left of the arrow buttons. This prevents the arrow buttons from shifting their position when you arrive to your own profile.
  • Improved Lightprobe Hack behavior in situations with lots of ambient lighting.
  • Restored the ability to use UI on pickups in desktop mode while holding Tab.
  • Fixed cases where avatar constraint stats could be inconsistent between the VRChat client and SDK.
  • Logging in with a VIVE account will no longer require you to log in each time. You will now be logged in automatically.
  • Players on iOS devices will no longer show "Quest" as their platform on their nameplates. Instead, now "iOS" will be shown.
  • Fix issue where an existing listing subscription renew dialog showed "Add Subscription" instead of "Update Subscription" for the title.
distant relic
#

FYI! One thing was left out of the above open beta patch notes, but it is now included in the full ones on readme. I'll copy/paste it here:

  • If you are using a platform account (for example, you sign into VRChat via Steam/Meta/etc. instead of a VRChat account) you will be prompted to upgrade to a full VRChat account.
    • This involves clicking through, giving us your email address, and then verifying your identity.
    • This only applies if you've never upgraded (or "merged") your platform account with a VRChat account in the past.
    • This prompt will not expire until the account is upgraded to a full VRChat account.
    • You can also tell you are on a platform account if you have a series of four random numbers and letters after your name. Or: if you can get into the SDK, you won't see this popup!
distant relic
#

<@&503009384968749076> <@&1145797715725385809>

We now have an SDK accompanying this beta! Available in VCC as 3.7.1-beta.1, this brings you all the good stuff listed below.

For a bit more details, check the full changelog on our Beta Creator Docs.

New Features

  • Exposed the following C# features to Udon:
    • Array.Sort(), System.Random, System.Text.StringBuilder, System.Text.RegularExpressions and System.Type
    • ⚠️ Note that these will only work on client version 2024.3.2 and higher (current open-beta branch)!
  • The SDK now supports "Detail Preserving Image Downscaling" (DPID) mipmaps, which greatly improve the sharpness of world/avatar textures.
    • DPID replaces the mipmapping algorithm on all textures with the "Kaiser" filtering algorithm selected. "Box" filtering is unaffected.
      • The SDK build panel already encourages you to enable "Kaiser" filtering, which in turn now enables DPID.
    • Unlike the original algorithm, VRChat's version of DPID supports transparency. Enable Alpha is Transparency to avoid filtering artifacts on the edges of transparent textures.
  • PhysBone gizmo rendering has been optimized.
    • Editor gizmos for PhysBones with non-0 radius setting now render 2-3x faster.
    • Editor gizmos of multiple PhysBone components in the hierarchy of the selected object now render 1.5-2x faster.

Fixes & Changes

  • The SDK now blocks avatars containing particle systems or trail renderers set to destroy themselves when they finish. Particle systems on the avatar's root that disable themselves when they finish are also not allowed.
  • Fixed typo in the Expression Parameters inspector showing used memory as bytes rather than bits.
  • Fixed SDK Control Panel setting scripting defines every IMGUI redraw (improves performance slightly).
  • Improved Lightprobe Hack behavior in situations with lots of ambient lighting.
  • Fixed how empty expression parameter lists are filled with default parameters. Expression parameter lists can be empty again.
  • Removed internal warning messages related to PhysBone and Constraint Burst jobs sometimes appearing when opening a project or recompiling scripts.

Known Issues

  • Alpha textures may have slight artifacts with the DPID mipmapper, we already have a few more improvements for this in the pipeline!
distant relic
#

<@&503009384968749076>

OH NO, LOOK BEHIND YOU! jk it's just an open beta update, teehee: 1502 I guess.

Open Beta Feedback Board.

Fixes & Changes

  • Moved the VRChat+ Quick Menu tab from second to left to second to right (it's now next to Settings).
  • Modified the size of the "New" badge for notifications to match the size of the tab buttons.
  • User counts on the category tabs in the Social Menu are now more reliable.
  • Location Groups in the Main Menu Social page no longer appear with empty text.
  • Fixed tooltip for the filter button on the "MM > Social > All Friends" screen.
  • Replaced remaining uses of "Busy" as a status with "Do Not Disturb".
  • Fixed the subscription renew dialog showing "Add Subscription" instead of "Update Subscription" for the title.
  • Fixed an issue that caused Quick Menu banners to sometimes not navigate to the correct Worlds menu category.
  • Action Menu no longer blocks "grab" input for pickups.
  • Fixed right hand default grip threshold for certain controller types.
    • As usual, for the two items above you may need to reset your bindings to default!
  • Renamed a couple SteamVR input actions that had been mislabeled.
  • Fixed very far impostors disappearing entirely. They were hiding... in the void. Do not ask questions.

DPID Mipmaps in Client!

You may have seen the announcement of DPID Mipmaps in the SDK beta changelog above - well, good news, we added the same algorithm to the client as well!

  • This makes portal backgrounds, nameplates, user icons, and Udon-loaded images look far more legible/sharp from a distance! You can expect legibility to be comparable to a headset with 1.4-2x the resolution.
  • It uses a compute shader to perform the algorithm on-GPU, on-load. There should be no noticable hitches or lag, even on a phone. Once it's done it's done!
  • A few other related displays have been improved, specifically on mobile/quest: API textures now default to loading as Trilinear, portal textures have anisotropic applied, and nameplates now use the same supersampling we use for UI elements.
distant relic
#

<@&503009384968749076> <@&1145797715725385809>

Super Fast Bug Fixing (SFBF)! SDK version 3.7.1-beta.2 is now available.

It improves the consistency and reliability of Detail Preserving Image Downscaling (DPID).

Fixes & Changes to DPID

  • Fixed alphaIsTransparent over-emphasizing incorrect details.
  • Fixed non-sRGB textures (e.g. normal maps) diverging at higher mip levels.
    • This should now be consistent with sRGB behavior.
  • Fixed edge cases where a single fully transparent pixel would get counted when the others are all the same color.
  • Fixed null reference exceptions being spammed in the log when importing SDK 3.7.1 for the first time.
    • DPID is now correctly applied to all mipmaps that previously used Kaiser.
  • Simplified and streamlined the compute shader.
  • Reduced DPID-related log spam.
distant relic
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<@&503009384968749076>

We've added salt to taste, a pinch of pepper, and fresh garden tomatoes. The salad is ready.

Build 1503 is a live release candidate and ready for testing on Steam and Quest!

Fixes & Changes

  • Users that are active on the web with an "Ask Me" or "Busy" status will no longer appear to be online in-client.
  • Offline User Details will now display "last activity" instead of "last login" time.
  • Double-clicking the Quick Menu's VRC+ tab now opens the Main Menu's VRC+ page.
  • Various minor fixes in the Social Menu and Friends Wing to hopefully avoid incorrect states.
  • Fixed visibility and enabled-state of "Request Invite" button across menus.
  • Accepting an invite request in an instance where you cannot invite the requestor to will now show an error message.
  • Added empty default bindings for Steam Link hand-tracking controllers. This avoids Steam's gestures triggering on certain hand poses and prefers VRChat's implementation.
  • Fixed issues with Vive Wand non-advanced "stay" style gestures getting cancelled when the SteamVR dashboard was opened.
  • Fixed auto-hold mode (set via adding the "drop" binding), momentarily canceling and dropping items when the SteamVR dashboard was opened.
  • Improved tooltips on tooltip settings (ironically).
  • Avatar loading stability improvements.
distant relic
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<@&503009384968749076>

As usual, here's the change log of the live build 1504 relative to the release candidate version from yesterday!

Fixes & Changes

  • Fixed some worlds failing to load.
  • Fixed missing user count on "Online In Private Instance" headers.
  • CPU performance optimizations for how we determine used memory on Quest.
distant relic
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PATCH 2024.3.3. OR AS I LIKE TO CALL IT, 2024 + 3 + 3, BECAUSE THAT'S THE NUMBER OF FEATURES WE'RE DROPPING ON YOU. okay maybe it's not that much but this is a big one. or... will be (soon).

build 1511. let's GO

Notes can be found here.

New Features

Chatbox 2.0

The Chatbox has received a handful of frequently-requested updates! Some of these will be reflected in the changes/fixes section below, however we felt it was worth it to callout some specific changes here:

  • Chatboxes are now visible to everyone by default.
  • You are now able to hide individual users' chatboxes in a similar way that you'd mute their voice.
  • Chatbox messages will be sent live to other players as you're writing the message -- but you can also turn this off if you'd prefer the old way.
  • If you have a player highlighted/selected, their message won't dissappear until you deselect them.
  • A new chatbox button is available next to the PTT mic button on the mobile UI, to make chatting easier on mobile.
  • Chatbox visibility now respects Earmuffs and world zones.
    • This means that chatboxes will fade out past your set earmuffs range.
    • To clarify: when we say "world zones," we mean worlds that use Udon to modify other player's voice volumes. So players muted by worlds will also have their chatbox disabled.
  • A basic profanity filter is now enabled by default on chatboxes.
    • You can turn the filter off in the settings.
  • The keyboard input popup can now be minimized to a smaller, simplified view, hiding most of the keys and buttons.
    • This will be the default on mobile, desktop, and Pico. The full view will be default in PCVR.
    • ...there are a bunch more details to share here (check 'em out in the full notes below).

Camera Updates

There have been a lot of requests to improve the camera... again! So we did!

  • A Focus Overlay has been added!
    • The focus menu now has a toggle to enable an overlay to help vizualize the camera's focus.
  • Portrait Orientation!
    • It's sideways now.
    • This mode is especially useful with Camera Flight!
    • On Desktop, a new button has been added to switch between landscape and portrait modes.
    • In other news, if you hear screaming in the distance, it's the handful of millennial VRChat staff members crying out that the war against people recording videos in portrait mode has been lost. Send your sympathies, please.
  • Desktop Stream Mode
    • Stream mode is now supported on Desktop via Spout, a protocol for sharing real-time video.
    • While the camera is in Stream Mode, applications that can receive Spout streams will be able to receive the camera view.
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Fixes & Changes

  • Improved reliability of blocking other users, as well as being invisible to each other (regardless of who blocked who).
  • Improved handling of PhysBones to reduce jittering while moving.
    • This change primarily affects PhysBones using the Advanced method with Momentum. The should solve most (but not all) jittering issues when moving normally, or when in a vehicle/station.
  • Automatically upgrade Anisotropic Filtering and texture filtering settings on Quest and Mobile.
    • Anisotropic Filtering and Trilinear Filtering improve the quality of visible textures by increasing the detail seen at sharp angles and preventing abrupt obvious transitions between mipmaps on large flat surfaces, respectively.
    • Previous default settings leave everything looking blurry and chopped on Quest, not matching the Desktop upload expectations (where texture filtering quality is always maxed out by default).
    • Avatars (where large flat planes are rare) upgraded to 4x AF for _MainTex, 2x AF for everything else, and kept Bilinear.
    • Worlds (where trilinear matters) are upgraded to 2x AF for _MainTex, 1x AF for everything else, and switched to Trilinear (but only for VR).
    • World quality is always brought up to a baseline if below, but left alone otherwise. Avatars are always forced to the baseline.
    • The exception is special cases like Point sampling, where we'll always leave things alone.
    • These defaults were determined by careful performance testing, and were chosen to be the best tradeoff between performance and quality. We hope this will close the gap to PC quality by at least a bit!
  • Chatbox centric-changes, as mentioned above! Some of these may be duplicated from the Feature section.
    • Chatboxes are now visible to everyone by default. They were previously set to "Friends" by default, meaning you would have to toggle them on for all users. You no longer have to do this, unless you manually change it.
    • You are now able to mute/unmute individual users' chatboxes in a similar way that you'd mute their voice.
    • Chatbox messages can be sent to other players as you're writing the message -- but you can also turn this off if you'd prefer the old way.
      • This is enabled by default. There is now an "Auto Send Messages" setting, which can be toggled on/off.
    • If you have a player highlighted/selected, their message won't dissappear until you deselect them.
    • A new chatbox button is available next to the PTT mic button on the mobile UI, to make chatting easier on mobile.
    • Chatbox visibility now respects Earmuffs and world zones.
      • This means that chatboxes will fade out past your set Earmuffs range. The range and how much they fade is determined by your Earmuff settings and how much you are fading out voice volume.
      • If you can't hear them (with regards to world zones) you should now no longer see their chatbox.
    • A basic profanity filter is now enabled by default on chatboxes.
      • You can disable this under the Comfort and Safety settings menu.
    • The keyboard input popup can now be minimized to a smaller, simplified view, hiding most of the keys and buttons.
      • The arrow button in the upper left of the top bar toggles the keyboard between the full and minimized views.
      • When in minimized view, a new "submit" button appears to the right of the input field.
      • This will be the default on mobile, desktop, and Pico. The full view will be default in VR.
      • The "submit/send" key on mobile keyboards can be (correctly) used to submit input.
      • The keyboard popup will now open in portrait mode on mobile and not force the orientation to landscape. This will allow chatbox messaging and world input in portrait orientation.
#
  • The Quick Menu should no longer flash when you deselect a user.
  • Hey, camera changes -- as is the case with the Chatbox changes, you may see some information duplicated here from the New Features section.
    • The focus menu now has a toggle to enable an overlay that helps visualize the camera's focus.
    • Portrait orientation has been added!
      • Camera UI buttons are adjusted to always be upright as the camera switches orientation.
      • On Desktop, a new button has been added to switch between modes.
    • Desktop stream mode!
      • Stream mode is now supported on Desktop via Spout, an application for sharing real-time video.
      • While the camera is in Stream Mode on PC, applications that can receive Spout streams will be able to receive the camera view.
      • For example, OBS supports this via a Spout plugin: Install the plugin, Open OBS, Create a new Spout2 Capture source, and you should be able see the VRC camera while in Stream Mode.
  • Fixed an issue that would cause the network to appear slightly clogged to Udon, even when idle.
  • The volume slider that is present when you are adjusting another users's volume via the Quick Menu should now respect slider-snapping rules.
    • Additionally, the slider should no longer get stuck at 5%.
  • The Personal Mirror in "Immersive Mode" now respects the "Pickup Haptics" setting.
  • The UI displayed when users do not have enough credits to purchase a given item has been updated with a new design.
  • Fixed an issue causing the top-left section of the Main Menu to break when a certain number of buttons was visible.
  • Fixed a case where toggled constraints could misbehave when three or more constraints are used on the same game object at once.
  • The "Blocked" social section no longer show how many players you have blocked.
  • Fixed nameplates not showing when the Quick Menu was opened if "Show Additional Info on Nameplates" was disabled.
  • Safety and security improvements.

Known Issues

  • While using Spout with desktop streaming mode the camera doesn't quite behave the way we want it to yet. For example, the camera will always be visible in front of your face, and closing the viewfinder will stop the stream. This isn't ideal and will change!
#

<@&503009384968749076> i forgot the ping so here it is, NEW BETA (also the notes can be found here)

median moss
#

<@&503009384968749076> ✊ 🚪 Housekeepiiiiing!

Are you decent? We have a couple things to tidy up in here before we kick off the weekend. This is VRChat 2024.3.3, build 1512, network-compatible. Notes are here.

As always, please report any issues you encounter on our open-beta feedback board, and we'll see what else we can sweep up as the 3.3 beta cycle continues!

Fixes & Changes

  • Fixed an issue that could cause Anti-Cheat connection errors (especially under heavy CPU load)
  • Fixed a bug that caused all line breaks to be removed from chatbox messages
  • Fixed an issue that made the user camera's initial position unpredictable when hand tracking was active.
  • Fixed some visual overlap issues on the user camera's buttons, when in portrait mode
  • Improved impostor CPU performance, and fixed an issue that could cause colors on impostors to appear too bright/over-exposed
    • There's no need to re-generate impostors for these fixes
  • Worked around some issues with install.exe breaking OSC after closing the game.
  • Fixed an issue that caused world visits to sometimes incorrectly show as 0.
  • Fixed an issue that could sometimes cause the wrong represented group to appear on User Profiles.
cedar bane
distant relic
#

<@&503009384968749076>

⚠️ Betas in mirror are closer than they appear! ⚠️

This is VRChat 2024.3.3, build 1513. Drop any feedback or issues on our open-beta feedback board!

Fixes & Changes

  • Fixed issues with TeleportTo behaving inconsistently at slow framerates in Udon worlds.
  • Camera settings buttons will now try to stay upright relative to your head rather than relative to your playspace.
    • This should help stop the buttons spinning around while the viewfinder is pointing straight up or straight down.
  • When selecting Stream Mode, the "Capture" and "Timed" buttons are replaced by a Streaming toggle to make it more clear when a Spout stream is active.
    • While streaming, the camera can be closed and the Spout stream will remain active. This way, Desktop users will be able to stream without having the camera stuck in the middle of their screen.
    • While streaming with the camera closed, the lens should always be visible unless explicitly hidden by setting Lens Visibility to None. Others should continue to see the lens indicator whenever Spout is active.
    • By the way, while Spout support was introduced as "Desktop Stream Mode", it also works on (Windows) PCVR!
  • Split "Auto Level" on the handheld camera into "Roll" and "Pitch" to allow for more control over how the camera is leveling.
    • When "Auto Level Roll" is enabled, the camera snaps to the nearest 90 degree angle as you roll it over.
    • When "Auto Level Pitch" is enabled, the camera snaps to always face towards the horizon.
    • You can enable both of these options at once if you like.
  • Fix flying cameras not moving around correctly in VR when the lens is pitched up or down.
  • Fixed a UI glitch that occurred when closing the camera while switching orientations on Desktop.
  • Fixed switching from Emoji Mode into Stream Mode not clearing the square mask in the camera viewfinder.
  • Fixed an issue that caused "Friend left" notifications to appear after travel for each friend in the previous instance.
  • User volume indicator on nameplates will hide correctly again when set to 100%, even with Slider Snapping disabled.
    • Curse you, floating points!
  • Earmuffs will now affect chat notification sounds.
  • Fixed a regression in impostors' appearance from the previous beta build.
  • Improved nameplate placement height on impostors.
  • The account "Upgrade" button and dialogs were renamed to "Merge".
  • The "Request Invite" button in the main menu no longer shows when it can't be used.
  • Reverted change to "Show Additional Info on Nameplates" functionality.
  • Camera indicators no longer sync locations when they are not in use.
    • This is a networking and performance fix, mostly, but we mention it because it means that for the next little bit your camera indicators may desync between beta and live users - sorry about that!
  • CPU-centric performance improvements for standalone Quest.

Known Issues

  • You might notice that Chatbox notification sounds are a little... crispy. We'll fix it.
cedar bane
distant relic
#

<@&503009384968749076>

Let me SHARE some good news with you, make sure you STICK(er) around!

Here's VRChat 2024.3.3, build 1514, network-compatible* and available on both open-beta platforms.

(* Stickers & Sharing features will only work between open-beta clients)

Stickers and Sharing!

Stickers

Stickers have been added to the beta as an exclusive VRChat+ feature! Users with VRChat+ can now place stickers in any* world. You can upload stickers using the VRChat website, or by taking a picture and selecting it as a sticker in the VRChat client.

  • You place stickers by using the option in your Action Menu!
  • You can have 9 stickers active at any given time (as in, stickers useable in your Action Menu).
  • You can place one sticker in the world at a time.
  • Stickers are only available in worlds that have them enabled -- although the feature is enabled by default. World creators who hate fun have a specific artistic vision they want to maintain can choose to disable them on the website.
  • You can click on them (using the Quick Menu) to disable them, if you see one you don't like. You can also choose to report them if they're offensive or otherwise break our ToS.

For more information, you can check out the Developer Update here!

Sharing

Sharing has been added to the beta as an exclusive VRChat+ feature! With sharing, you can easily share (surprise!) stickers, emoji, photos, and UI color palettes to other users. You can do this either by directly sharing them via the Main Menu, or you can choose to drop a pedestal that will enable you to easily share stuff with folks in your world!

  • Using the menu, you can directly share stickers, emoji, photos, and UI color palettes with anyone on your friends list.
  • If you use the pedestal, you can choose if it's only visible to certain groups.
  • You can also choose how long the pedestal lasts in the world.
  • Pedestals can be hidden and are affected by avatar hiding settings (so they'll disappear, for example, if they're outside whatever range you've set under avatar culling).
  • You can choose to hide them completely, if you'd rather not see them.

For more information, you can check out the Developer Update here.

Other Fixes & Changes

  • All changes from 2024.3.2p2 (the patch that shipped yesterday).
  • Fixed "Blocked" socials tab showing users from other tabs in some scenarios.
  • Fixed crackling/popping noise when chatbox notification audio plays.
  • Fixed the VRChat+ "Photo Details" popup sometimes displaying an image other than the one that was selected.
  • Fixed an edge case where inviting a user online on the website to a PC-only world would fail if they were last using a non-PC client.
  • Added a behavior setting to the user camera that lets you disable rolling while flying. This is useful if you prefer the old camera flying behavior.
  • Rephrased "Tilt Up/Down" to "Pitch Up/Down" in the VR controls section of the user camera.
  • Minor CPU performance improvements in Physics-heavy worlds.

Known Issues

  • You might notice a significant drop in FPS while opening the Social tab on Quest. Just... refrain for now?
  • Safety Settings currently do not mention Stickers. The "Emoji Sharing" option includes them, however.
  • If you try to use Stickers as a non-VRChat+ subscriber, the notification that pops up is slightly inaccurate. If you don't want to see that popup, you could consider just purchase VRChat+! ez fix, look at me, i'm the engineer now
  • Stickers have some transparency sorting issues with Portals and Sharing Pedestals. GPUs are hard. We'll work something out, maybe.
distant relic
#

<@&1145797715725385809>

The weekend is upon us, but we figured we can sneak one more update in...

SDK 3.7.2-beta.2 is now available via the VCC as a prerelease version.

You can find the full changelog including documentation for Example Central and Build & Test for Mobile on our open-beta docs site.

Fixes & Changes in beta.2

  • Added Udon Code Signing!
    • Any worlds uploaded with this SDK (or newer) receive a server-side signature. This helps ensure only authentic (unmodified) versions of your world can be loaded into VRChat.
      • This makes it significantly harder for malicious players to cheat or bypass scripts in your worlds.
    • Each platform (PC, Android, iOS) has a different signature, so you need to upgrade all of your world's platforms.
    • Udon code signing does not affect non-malicious users, and will not change anything about your Unity editor experience.
    • This SDK also upgrades all your Udon scripts to a more efficient storage format (only relevant for very old world projects).
    • ⚠️ Re-uploading a world using this SDK will enforce the extra security layer for all versions of VRChat, including live (2024.3.2p2). We recommend testing on private copies of your world first, while the SDK is still in beta. If you encounter any issues, let us know on our open-beta canny board!
      • You can remove the signature from a world by re-uploading using an older SDK - if something does break.
cedar bane
#

Invisible Wall in Home World

There is a bug in the current Open Beta client where Trigger Colliders on Canvases are Colliding with Players. There is a new Canvas in the VRChat Home world which you can run into right around spawn - in this screenshot, you can see the cursor intersecting with it and becoming large.

Do not fear, it is only a bug...

median moss
#

<@&503009384968749076>

Eeny, meeny, miny, moe, we got those Stickers fixed for 'yo.

Build 1515, live compatible as ever, is now available on both beta platforms.

You know how it goes, drop any feedback on our open-beta feedback board !

Fixes & Changes

  • Fixed a bug where players were colliding with UI elements that were not supposed to have collision.
  • Fixed an issue that could lead to the Sticker placement cursor being stuck at the world origin.
  • Remote users' emoji and stickers are now loaded at full resolution on desktop platforms.
    • Check out this canny for a more detail explanation.
  • Stickers main menu tab button now collapses properly.
  • Added a HUD notification when your mobile (VR) device is running low on memory. In this case, all Stickers will be hidden, among other things, to prevent a crash.
  • Spout now streams in 1080p and uses the anti-aliasing level set in Settings > Graphics > Anti-Aliasing (up to 4x).
  • Tweaked camera UI a bit:
    • Reworded toggle from "Streaming" to "Spout Stream" to be more clear.
    • Moved position of the toggle within the camera menu to the right of the camera mode button.
    • The "Capture" and "Timed Capture" buttons are visible again while in stream mode.
  • In VR, the desktop window should show the regular game view while Spout is streaming in order to maintain good performance. The desktop window will still show the camera output while in stream mode with the Spout toggle off.
  • Fixed an issue where the lens would highlight while not being pickup-able when streaming with the camera hidden. Regardless of lens space, the lens should not be pickup-able while the camera is hidden.
  • Fixed camera zoom smoothing speed to be consistent with live again.
  • Camera mode button's clickable area is no longer cut off on the sides.
  • Fixed issues with chatbox typing indicator not showing / hiding properly when using the auto send feature.
  • Allowed the menu button(s) to close the keyboard input popup.
  • Fixed a bug that caused the VRChat+ menu to always show the default tab the first time it is opened in a session.
  • Both the "Request Invite/Join" and "Send Invite" buttons in the user details menus will now be disabled instead of disappearing and causing other buttons to shift.
  • Fixed HUD notifications queuing up forever if HUD is disabled.
  • Fixed a bug where the User Icon and Background galleries would show the incorrect cell as selected.
  • Changed the safety menu "Emoji, Sharing" option to "Emoji, Sharing, Stickers".
  • Fixed direct sharing button tooltip.
  • Squished the logo on the login screen.
    • Squished it real good.

Notes for Creators

  • Pickups no longer require "Auto Hold" to trigger the "Use" Udon event by VR users.
  • Fixed some more issues around Udon Teleport functions. Note that teleporting the local player will now cause Physics.SyncTransforms to trigger.

Post about the current Open Beta. Post logs to Gist/Pastebin! One item per post!

Non-constructive and off-topic posts will be moved or deleted.

UGC (Emojis/Stickers) will be lower res by likely 1/2 on the remote user vs what the local user sees. While this contains beta content this issue does not

distant relic
#

<@&503009384968749076>

Exciting news! Just before the weekend we bring you build 1516 -- and this one is getting pretty close to a release candidate!

There are still a few things we'll tackle, but we found this build to be very stable already. Thanks for all your input so far; keep it going on our open-beta feedback board!

Fixes & Changes

  • Fixed regressions in PhysBones that would cause jittering or incorrect movement for some configurations. Typically this would occur when bones had large "pull" values or were placed on humanoid bones.
    • If you still encounter issues with PhysBones, please open a new ticket on canny with as much detail as you can provide!
  • Fixed some images causing a crash when attempting to convert into a Sticker or Emoji.
  • Fixed "Sort By -> Recently Used" in the avatar wing menu not working.
  • The Quick Menu will no longer open when using the escape key to close the chatbox keyboard.
  • The Sticker submenu will now correctly unlock upon buying VRC+.
  • Opening the camera will now consistently reset it to Local Photo mode (or Stream mode if it was running while the camera was closed).
  • Sharing pedestals now properly respect Avatar Culling settings.
wise furnace
#

<@&1145797715725385809>

Our comms team is currently streaming over on https://www.twitch.tv/vrchat (go watch them!), so you'll have to make do with me today.

Anyway, here's a little SDK patch, 3.7.2-beta.3, to round off the week.

Fixes & Changes

  • Fixed timing of Udon Code Signature calculation.
    • It is now calculated during the IProcessSceneWithReport callback with an execution order of int.MaxValue - 8192 when you build a world.
    • This fixes an issue with some Udon compilers (e.g. CyanTrigger) that modify code after signature calculation, making uploaded worlds fail verification.
distant relic
#

<@&503009384968749076>

Attention, attention! We have a release candidate! ⏰

VRChat 2024.3.3, build 1517, network-compatible as always, is now available on Steam and Quest beta channels. This build (with a few minor fixups) may ship to live as soon as tomorrow!

So go test right away, and post any remaining issues on our open-beta feedback board!

Fixes & Changes

  • Stickers no longer render on top of portals, UI elements or other transparent objects. This will affect placement of stickers directly on transparent surfaces such as windows, as stickers will now draw behind those.
    • We found this to be the better compromise, unfortunately a "perfect" solution is not possible here (to our knowledge).
  • When placing stickers in VR, users can now switch hands by pressing the other controller's trigger.
  • Fixed a bug that prevented the sticker placement cursor from attaching to the left hand when using the wing menus.
  • Fixed an issue where the sticker placement cursor would show up for a single frame in its last known location.
  • The "click" action to place a sticker or portal no longer affects world UI behind it.
  • In Desktop mode, world UI elements are no longer clickable while the Action Menu is open.
  • Fixed an issue that would cause late joiners to not see previously spawned portals/stickers/sharing pedestals.
  • Fixed default photo resolution being used when VRChat starts.
  • Camera resolution width/height are no longer reversed when set via config file.
  • The "Portal Drop" preview auto-rotates to face the user again.
  • Added tooltips to disabled "Send/Request Invite" buttons, which include the reason why they are disabled.
  • Added an option to mute chat boxes through the "Moderate User" action on a user's profile page.
  • Fixed a bug that would result in icons sometimes appearing on top of each other when viewing the "Moderate User" window.
  • Fixed a bug that caused disabled renderers/colliders to contribute to object highlights, e.g. on pickups.
  • Fixed a bug that sometimes prevented avatar previews in the main menu from loading.
  • Fixed a bug that could prevent some users' "Uploaded Avatars" list from fully loading if it had more than 100 entries.
  • Fixed a bug that would cause platform icons for worlds uploaded to PC/iOS but not Android to display incorrectly.
  • Changed how "FixedUpdate" rate ("Physics Update") is calculated in non-VR modes.
    • For non-techies: This fixes some issues with slow movement, e.g. while prone, in certain worlds. It does not affect FPS.
    • For creators making worlds, more details may be relevant:
      • In Desktop mode, the "FixedUpdate" rate is now calculated as an integer division close to 60 based on your monitor's refresh rate. For example, previously a 240Hz screen would run "FixedUpdate" at 240Hz too, now it runs at 60Hz. 144Hz screens will now run at 72Hz. 60Hz is the minimum.
      • On mobile (Android and iOS) "FixedUpdate" will run at 60Hz, always.
      • In VR (standalone and PCVR) it always matches the VR headset's refresh rate, based on vendor recommendations. This part has not changed, and is the main reason why a constant rate is not possible in VRChat.
wise furnace
#

<@&503009384968749076>

The cool kids get their own changelog 😎

Here's all changes between 1518, which just shipped to live, and 1517, the last beta version from yesterday.

Fixes & Changes

  • Removed the root level "Sticker" tab in the Action Menu based on feedback from the open-beta. There is now a combined "Emojis & Stickers" menu.
    • The "Remove Sticker" button has been moved one layer higher as well, to avoid it looking squished.
  • We reverted the FixedUpdate changes for now, and will revisit those later. Everything works as before in that regard.
    • We fixed the "can't move on high-refresh rate screens" issue differently.
    • This might also improve the behaviour for movement while jumping. No guarantees.
  • Fixed keyboard keys or other buttons getting stuck in visual "on" state when swapping input hands in VR.
  • The "Roll While Flying" camera toggle will now persist between sessions.
  • Join/Invite buttons are now disabled when you're already in the same instance with the target user.
  • Custom stickers are now sorted more consistently across different menus.
distant relic
#

<@&503009384968749076>

You've been very patient... so we've got something special for you: Persistence Open Beta!

First off: this beta will be operating on its own branch, much in the same way other long-running betas have (remember the IK 2.0 or networking beta?). We anticipate this one will be in testing for a bit, as it's a new, complex system and we want to make sure that everything is kosher before pushing it live.

This beta should be network compatible... with some caveats! Obviously folks outside of the beta won't be able to see Persistence-based features in worlds. Likewise, given the amount of Stuff going on, things could break. But theoretically, it should be okay!

What is Persistence?

Persistence gives world creators the ability to save certain bits of information to individual users. This allows users to essentially load into a world, and immediately have that world recognize them.

On a small scale, world creators could use this system to allow users to save their settings in their world. So, every time you jumped into your home world, for example, all of your post-processing, chair, and mirror settings would automatically load in.

World creators could also use this system to create inventory and XP systems. If you wanted to, you could theoretically create a whole full-featured RPG in VRChat.

Some of the possibilities these new features unlock go far beyond the examples here. We anticipate that creators will use persistence in novel ways that we can’t quite predict – and we’re really excited to see that happen in real-time!

For the more technical minded folks out there that might want to know how persistence works, this is done through both PlayerData and PlayerObjects.

PlayerData is a synced and persistent key-value store, perfect for storing preferences and progress that you want any script in your world to access easily, from anywhere.

PlayerObjects are objects which get automatically instantiated (with networking) for every player in the instance, similar to existing player pool prefabs and all their various uses. All synced data inside of PlayerObjects is also persistent by default, though you can disable that per-object if you want sync but not persistence.

How Do I Test Persistence?

You can jump into the Persistence open beta by selecting the persistence-beta branch on Steam (not the "open-beta" branch).

Creators! To use Persistence, you will need to download the beta SDK. To do so, navigate to the "Packages" tab in the VRChat Creator Companion. Scroll down to, "Pre-Release Packages," and check the box next to "Show Pre-Release Packages." The beta SDK is named 3.7.2-persistence-beta.1. Go have fun!

If you are a creator, we strongly suggest reading through the documentation, which you can find here!

Given the nature of Persistence, we expect this to be a very creator-heavy beta for the time being. If you aren't a creator, you eventually will have a lot of cool worlds to explore (and we'll be highlighting them, too -- so if you're a creator, keep your eyes peeled for us asking for your Persistence-focused creations!).

Where Should I Post Feedback?

Here. Also, if you're talking about Persistence specifically, please use the #world-persistence channel!

cedar bane
#

<@&1145797715725385809>

We've just released Open Beta versions of the Creator Companion and CLI. This release is focused on quality-of-life improvements and bugfixes.

Download and Use

We distribute Portable versions of the VCC for testing, meaning you can unzip and run them anywhere so they don't affect your main install.

Direct Download of Portable VCC Version: https://github.com/vrchat-community/creator-companion/releases/download/2.4.0-beta.1/web_vcc_2.4.0-beta.1_Release_Portable.zip

NuGet info for CLI beta version: https://www.nuget.org/packages/VRChat.VPM.CLI/0.1.28-beta.1

New Features

  • You can now select multiple folders at once when adding existing projects to the VCC.

Changes

  • The repository cache files inside the Repos folder now use the listing's id instead of a randomly generated string for the filename.
    • If there is an id defined in the listing, the file is named <id>-<first 8 symbols of a uuid>.json
    • If id is not defined, the file is named <uuid>.json.
      • This may be the case if a listing is very old.
    • The Creator Companion automatically migrates to the new cache file naming on launch.
    • This addresses #257.
  • The Creator Companion and the VCC CLI now use .NET 8 instead of .NET 6.
  • more changes listed here.

Bugfixes

  • The Creator Companion is now more resilient to situations where the default VCC ports are taken. It will try to bind to another open port multiple times.
  • Fixed an issue where an empty project manifest would prevent the Projects list from loading.
  • Fixed the "Copy Logs" button on the corrupted settings error screen not copying the logs correctly.
  • Fixed an issue where a failure to parse a Unity Editor version via VCC CLI would result in a crash.
    • Addresses one of the issues mentioned in #408.
weak raft
#

Hello <@&503009384968749076>, let's do this thing

Patch 2024.4.1 build 1530 is now available! As usual, check #open-beta-info to learn how to use our Open Beta.

Features

Hand Tracking Update

In this update, we've added two new features for hand tracking: Quick Menu Openers and the Action Menu.

Quick Menu Openers

Some VR streaming apps use the same gesture to open the SteamVR dashboard that we use to open the Quick Menu. So, to get around this, we're introducing two new ways to access it:

Circle-Key Opener

A wrist-mounted virtual wearable interface that opens the Quick Menu when you pilot the icon into the circular socket. Only requires one hand to use.

Push Button

A wrist-mounted virtual wearable interface that opens the Quick Menu when you press the button with the opposing hand's index finger. Requires two hands to operate.

You can select between these and the original mode with a new setting on the "Controls" page in the Main Menu.

Action Menu

Previously, the Action Menu was unavailable when using hand tracking. You can now place and open it by looking at your right palm, and pinching your thumbtip and pinky fingertip together. It will show you a preview of the drop location, and place itself there when you release.

Changes & Updates

  • Added additional SteamVR Input bindings. You can set these up by creating a custom Input profile in the SteamVR menu, if you'd like.
    • These include: Face Mirror toggle, Personal Mirror "Grabbable" toggle, Stream Camera toggle, as well as Avatar and OSC Debug Overlay toggles.
    • These also include a way to configure a binding for confirming FBT calibration. If left unused (the default setting), the standard method is kept. This can be configured in one-handed mode.
  • Output logs now include user IDs when players join or leave an instance.
  • Improved PhysBone and Contact behavior when used beneath VRC Constraints to try and reduce jittering.
    • They sort their execution orders properly now.
  • Introduced UI for managing and viewing user badges in the Main Menu.
  • Added a new camera option that lets you set your Spout stream resolution.
    • It is located right next to Photo Resolution!
    • Supported resolutions range from 720p to 4k, with the default being 1080p.
    • You can define a custom stream resolution (including non-16:9 ones) with a pixel count of at least 720p and at most 4k in your local config. You can see the specifics in the full patch notes, which can be found here.
  • Fixed rotation, aim and look-at constraints potentially drifting very gradually when one or more axes are unfrozen in certain configurations.
  • Fixed the personal mirror not scaling with your avatar on desktop when set to track your head or playspace.
  • Fixed non-English characters not appearing in the search bar when searching through settings or groups.
  • Added a better Uncompressed Size tooltip to Avatar details.
  • Fixed Erroneously Capitalized Text on fields within the "Create New Instance" modal for Group Instances.
  • Added an option to sort avatars by their performance ranking.
  • Fixed image quality of various menu banners on standalone VR hardware.
  • When you close VRChat, it will now fade to black. This should be less jarring, especially in VR.
    • Your friends will also no longer disappear into the aether prematurely when you leave VRChat. They were scared. You left them there every time. How could you.
#
  • Fixed VRChat constraints applying incorrect positions when the target transform is scaled to zero in any axis.
  • Fixed VRChat constraints sometimes having their position or rotation shifted by a tiny amount every frame under certain conditions when they should be staying still.
    • The above two fixes should fix some occurences of nameplates being too high.
  • Improved performance of loading and error robot avatars.
  • The Account Upgrade banner will now stick around until your email has been verified.
  • Minor stability and performance improvements.
    • They are minor and complicated. Please do not ask me to explain, I'm not an engineer. Best I can do is "math magic."

Known Issues

  • Swapping from controllers to hand tracking while the Action Menu is open will make you laugh, because it looks funny how it flies away. But that is in fact a bug.
  • In some circumstances, the "Clone Avatar" button will not show the correct platform icon.
wise furnace
#

<@&503009384968749076>

🥺👉👈 open beta >w< update pwease?!? *pat pat* sure, here's 1531 for the weekend - enjoy!

Oh and by the way - our comms team is currently streaming over on https://www.twitch.tv/vrchat, go check them out and let them know I sent you >:3

Fixes & Changes

  • There was a bug that would cause users' voices to originate from... uhh, not their mouths. This would typically happen after switching avatars. We fixed it.
  • Fixed various issues around closing VRChat and the install.exe tool. Should also speed up shutdown a bit.
  • Default safety "shield" levels have been updated:
    • Both Emojis/Stickers/Sharing and Animated Emojis will now be ON for all ranks inside of the Normal shield level.
    • These have also been enabled on Maximum shield level for Trusted and Known users.
  • Fixed animated emojis sometimes showing their spritesheet as the Action Menu icon.
  • Fixed the login page UI plane from appearing to float off of the panel.
  • Fixed camera indicator nameplates sometimes not showing usernames when they should.
  • Fixed camera focus highlight toggle not working.
  • Fixed scale constraints targeting an avatar's head sometimes not applying in first person.
    • Reminder that VRCHeadChop should generally be used instead if you want to hide parts of your avatar from first person!
  • Made a slight change to video player URL resolving around untrusted URLs.
    • We don't expect any changes in normal usage, but if you encounter related issues in this beta, let us know!
  • Fixed compatibility with persistence-enabled worlds.
    • Note: This does not mean Persistence is included here, so Persistence features will not work on this build. However, loading into a world that uses Persistence should no longer fail entirely in certain scenarios.
#

Some AMD Notes

  • As we're approaching Halloween, what could possible be more spooooky than GPU driver issues! If you use an AMD graphics card, you may be interested in the following:
    • Currently, we use a slightly hacky workaround to prevent stutter in certain VR configurations on AMD GPUs (usually when wireless streaming). Some might remember testing this on the old a-test beta branch, related to this canny.
    • Now, first off: Don't expect any magic bullets here. Our internal investigation shows that the workaround does not cause any performance drops, and we are keeping it enabled by default. However. We do also see people continuing to report AMD weirdness, and we do take it seriously. Unfortunately (?) we've almost entirely ruled out any possibility that this is being caused by our code directly. It might be the AMD driver, it might be Windows, it might be hardware, who knows 🤷
    • But, in the spirit of at least trying, we have done two things in this build:
      • We updated our OpenVR library dependencies. This technically affects all GPUs. The expected change here is… none, but you never know, number go up, maybe it fixed something.
      • We added a new command line flag, --disable-amd-stutter-workaround, which you can use on AMD systems to disable our hack. You're on your own if you try this, most likely you'll just get the stutter again. But if you do, and it does improve something for you, please let us know!
distant relic
#

<@&503009384968749076>

As is tradition, here's your cool-people changelog for anything we changed between 1531 and 1533, which shipped to live just now.

(haha beat pi to it gottem)

Fixed & Changes

  • In order to prevent interaction issues, the Action Menu is now closed when switching between hand tracking and controllers.
  • Improved tooltips for the "View All" badges button in the Main Menu profile menu. Also fixed an issue that caused the "View All" button to not appear when viewing a user with 4 or more badges.
  • The avatar and OSC debug windows no longer change size with avatar scaling.
  • Fixed cross-platform avatar symbol sometimes not showing the correct configuration.
  • When switching accounts, user blocks and avatar show/hide options will now reload properly.
  • Further improved stability of closing VRChat.
  • Default maximum download cache size on PC has been increased to 30 GB.
  • Fixed log spam from VRC_AnimatorPlayAudio on disabled sources or null clips.
  • The previous change regarding PhysBones/Constraints execution order was reverted. While this change did improve jittering, it came at a performance cost and needs more time in the oven.
weak raft
#

Hi <@&503009384968749076>! This message is for those testing or using the Persistence Open Beta.

At the moment, a server-side issue is causing Persistence to not work correctly. We'll let you know when this has been fixed.

weak raft
#

Hi <@&503009384968749076> -- the previous issue regarding Persistence has been fixed! Go forth and continue building & testing!

distant relic
#

<@&503009384968749076>

Hey folks, we got another** Persistence open beta** update!

There are a lot of fixes in this one -- we're getting closer to a Live release! This update is also available on Quest.

SDK: VCC pre-release package 3.7.4-persistence-beta.1
PC build: Steam beta version persistence-beta
Quest build: Quest release channel persistence beta (Exact same method as opting into open beta, just a different channel!)

Client

  • You can now clear user data for the world you are currently in. It will cause you to rejoin automatically and come back with a fresh state.
  • Fixed an issue where the owner's VRCPlayerAPI was invalid during the start of their PlayerObject.
  • Worlds should no longer save blank data when they do not make use of Persistence, which will avoid adding more of the pointless "Clear User Data" buttons to worlds that are not persistent.
  • Fixed an issue where instances created on the website didn't have Persistence enabled.
  • Fixed an issue where VRCURLs didn't work in some specific worlds.
  • Fixed an issue where joining through a launch link did not work.
  • Fixed an issue where some worlds were not visible in the menu.
  • Fixed an issue where camera indicators could get desynced.

SDK

  • Fixed an issue where color fields in the PlayerData SDK window didn't update after the first change.
  • Fixed a missing icon in the PlayerData SDK window.
  • Added a Persistence tab to the AddComponent menu.
distant relic
#

<@&503009384968749076>

Woah! Another one -- and a late one!

We have a big one for you tonight, open beta friends. This is the last update of the year, and we'll be stuffing it full of... uh, stuff. Please send your regards for the inevitable Director's Cut length Patch Notes video that'll probably come out of this one.

(And expect some surprises as the beta chugs along...)

Patch 2024.4.2, build 1546. Features first:

Features

Prints

Prints are a unique way to share memories with other users in-game. In short: you can now Print photos directly from the camera in app, handing them to others, or just... flinging them across the room. Your choice.

While only VRC+ users can create Prints, those without VRC+ can still grab them and add them to their Gallery. Oh, by the way -- we updated the Gallery!

You can make a new Print by selecting the right "mode" on the camera, or finding the button in the VRChat+ menu.

For more information on this feature, check out the latest Developer Update blog post, found here.

#

Changes & Fixes

  • Mipmap streaming has been enabled.
    • This will dynamically load lower-resolution textures for Avatars and Worlds into VRAM as needed, meaning much more can be loaded before you start running into issues (stuttering, avatars failing to load, and hard crashes).
    • On Android and Quest, this budget is dynamically updated periodically based on your device's available shared memory, which should considerably reduce crashes and 'kicked to home' events.
    • On PC, the budget is set once on load based on your GPU's available VRAM, with a little wiggle room left for the OS.
    • On Avatars, "Mipmap Streaming Priority" is always treated as 0 (the value you set in the SDK is ignored). Whereas for Worlds, texture priority is left alone.
  • Video players no longer play untrusted URLs in public instances, unless the domain is allowlisted by the world's creator.
    • This means that world creators now have the ability to whitelist certain URLs for public instances of their world. This can be done via the "Video Player Allowed Domains" list on the VRChat website.
    • As a note, private instances do not have this limitation and will work as they always have. Sites from our "trusted" URL selection will also still work in publics.
  • Standalone Quest users will now use the same hand tracking system that was previously introduced for PC users.
    • This includes the Action Menu now being available for Questies!
  • DPID has now been re-enabled, following a change to avoid locking up the client when opening an image-heavy tab.
    • DPID has been reworked to have much sharper visuals when operating on AlphaIsTransparency textures.
    • Stickers, Nameplates, User Icons and others will now be much more crisp when using transparency.
#
  • Desktop mode now features a resolutions dropdown and fullscreen toggle in the graphic settings.
  • Fixed object highlight outline showing across the eye-border in certain VR headsets.
  • Made improvements to world loading times on PC, especially for very complex worlds.
  • Enabled the system keyboard for input on Pico devices to allow for multi-language input.
  • Minor improvements to Camera Indicator movement for remote players.
  • Framerate has been capped on loading and login screens.
  • When someone else changes avatars, they should no longer appear stuck in a standing pose until their new avatar finishes loading.
  • If you are on the blue "Join Me" status in a Group instance where you don't have invite permissions, you will now be notified if someone else tries to "Request Invite" on you.
  • Fixed issue caused by logging in and canceling the process, which then resulted in the AM exhibiting issues placing stickers.
  • Fixed invite request replies not sending if the user closes their menu too quickly after hitting any of the response buttons.
  • Various in-app reporting fixes and improvements.
    • Additionally, improved sticker reporting by auto-selecting the right checkboxes.
  • Fixed issue that prevented stickers from being placed on some Unity Terrain surfaces.
    • This only affected Terrain with Instancing enabled.
  • Fixed an issue that caused status messages to not be localized.
  • Fixed an issue which allowed stickers to show up on the login screen after logging out.
  • Fixed an issue where the population text on instance cells would wrap unexpectedly after the user count was over two digits long.
  • "No Limit" from the "Avatar Max. Download/Uncompressed Size" settings has been renamed to "0 MB", to be more consistent with its actual function.
  • Contact receivers marked as local-only no longer count towards an avatar's performance rank.
  • Fixed Steam login sometimes showing "invalid ticket" error.
  • Fixed Spout camera not correctly disabling itself when switching account.
  • Further improved VRChat shutdown speed.

Known Issues

  • Opening the "Prints" page in the Main Menu on Quest can cause stutter. Before you say it, this time it's unrelated to DPID. 🙂
  • On Quest, when launching in handtracking mode, then switching to controllers, the handtracking tutorial won't close. You can complete it or rejoin the instance to make it go away for now.
  • Camera indicator location may desync between platforms.
distant relic
#

<@&503009384968749076>

how to release open beta update vrchat unity game reddit - wait, this isn't google. oh no.

*Ahem*, anyway, we're now on build 1547 for the ongoing 2024.4.2 beta!

Pretty buggy one so far, this beta, but here's a lot of fixes for you. Keep your reports coming on our open-beta feedback board!

Prints Fixes & Changes

  • Added a "World Details" button to the back of Prints when world metadata is available and the world it was taken in is not private.
  • Added a cooldown to dropping Prints through the sharing menu.
  • The buttons on Prints will now avoid clipping into the paper.
  • Reduced jitter on Prints while holding them.
  • Fixed Prints incorrectly swapping to the wrong side of the UI when looking from extreme angles.
  • Moved Print text and buttons closer to the paper for a better effect.
  • Prints will now spawn in front of the camera when crouched or prone.
  • Fixed Print camera mesh clipping into photos when "UI" mask was enabled.
  • Fixed tooltips of buttons in the photo and print galleries.
  • "Maximum print count reached" error messages are now more visible and user-friendly.
  • Further improve brightness and clarity of Prints in worlds.
  • Some additional Prints gallery performance improvements.

Other Fixes & Changes

  • You can now adjust the zoom level of the face mirror.
  • Fixed camera indicators desyncing or showing up at spawn incorrectly.
  • Fixed a bug that caused avatars to be performance-blocked too aggressively.
  • Fixed some avatars' "Uncompressed Size" getting stuck on "Pending".
  • Fixed not being able to switch to avatars in the "Other" tab (local testing).
  • When grasping objects on a flatscreen device (desktop, mobile) the position of your avatar's hand is now consistent for avatars of different scales.
  • Fixed overlapping headers in the VRChat+ page in the main menu for users that do not have VRChat+.
  • Fixed a bug where a world's "Video Player Allowed Domains" list would sometimes not load as expected when joining the world.
  • Fixed user status overlapping with trust rank on the main menu profile page.
  • Clicking the "User Profile" tab on the Main Menu will no longer open "Media" tab, even if it was previously selected.
  • Fixed the tooltip of the sticker share button.
  • Fixed tooltips of avatar favourite category buttons.
  • When "Freeze To World" is enabled on a VRChat Constraint, it now freezes the target transform at the end of the frame instead of at the start. This should reduce cases where frozen transforms mismatch in mirror reflections.
  • Fixed more cases of jittering with specific configurations of VRChat Constraints.
  • Fixed a bug on Quest standalone where the hand tracking tutorial would not suspend properly when the user switched to controllers.
  • Fixed a bug that caused cached worlds to be re-downloaded.
  • Fixed error spam with API debug logging enabled.
distant relic
#

<@&503009384968749076>

As promised! Here's an update to the open beta that includes Persistence, and all fixes shipped earlier today in 2024.4.1p4. But it also includes a bunch more beta-specific fixes!

This is build 1548, and here's your standard reminder to keep reporting any issues you find on our open-beta feedback board!

And lastly, enjoy your weekend!

Fixes & Changes

  • Updated font used for Prints to support more languages.
  • Prints are now selectable while the QM is open, similar to stickers, portals and users.
  • Prints' camera lens skin will now respect the "Ghost" Lens Visibility setting.
  • Images on Prints are now hidden in Streamer Mode.
  • Fixed a bug that made world UI unresponsive while the Prints camera was active.
  • Attempting to edit a Print will no longer fail when Prints storage is full.
  • Added a small rendering optimization to the Prints camera mode.
  • Fixed an issue that caused some avatars' mouths to scrunch up.
    • We removed the lemons. It took 2 tries, y'all like it sour apparently.
  • Screen resolution will now correctly refresh in the settings menu drop-down in case the window is manually resized.
  • Fixed a bug that could sometimes cause a world's instance list not to load properly, or to show instances for the wrong world.
    • I feel like we fix this one every other release...
  • Fixed a bug that could cause your current instance to show up twice in the world's instance list.
  • Fixed some layout issues on the VRC+ Thank You banner in the Quick Menu. (As cute as mini-VR-cat was... it had to be done.)

Known Issues

  • Logging out using the "Switch Account" button may result in a black screen. We promise we didn't steal this idea from a certain anime and will fix it.
distant relic
#

<@&503009384968749076>

Did you know "gift" in German means "poison"? 🧪

...

Oh hey, look at that! We've got a beta update for you! Build 1549 brings Gift Drops, just in time for Thanksgiving!

As usual, please report any issue you may encounter on our open-beta feedback boards.

Gift Drops

Gift Drops are a new feature that allows you to drop a gift bundle in an instance you’re in. What’s in the gift bundle? VRC+ subscriptions, of course! The process is simple: choose the number of subscriptions you want to be distributed into the instance you’re in, then pick if you’d prefer them to be focused around a specific present you drop on the ground, or if you’d like them to be randomly assigned to anyone in the instance you’re in.

If you purchase more subscriptions than people in the instance, those additional subs will stack onto users, gifting them additional months (depending on how many subscriptions there are to go around).

You’ll be told via notification who you tossed a present at, too. Oh, and you’ll receive an icon over your head that lets everyone know you’re the person they should thank.

As a note for folks on beta, if you purchase a Gift Drop for folks not on beta, they won't see the Gift Drop display, but they will receive a gift and you will receive a notification letting you know they received it!

Fixes & Changes

  • Fixed an issue where some avatars would fail to load and appeared as error robots instead.
  • Un-SAO'd the builds, you can log out again without getting stuck on a black screen.
  • Fixed an issue that could cause "Unusual client behavior" errors.
  • Fixed an FBT tracker issue that could sometimes cause a slight asymmetrical delay to the right-arm tracker (which tracks the right elbow and shoulder).
  • Fixed the tooltip on the "Direct Sharing" confirm button.
distant relic
#

<@&503009384968749076>

As a heads-up -- you can currently purchase a Gift Drop, but you won't be able to place it. It will stay on your account, so you shouldn't lose anything, but (once again) you won't be able to use it.

We'll fix that ASAP, but don't count on anything until later tomorrow!

distant relic
#

<@&503009384968749076>

The above issue should now be fixed -- folks should be able to receive gifts.

median moss
#

<@&503009384968749076>

'Sup nerds. Heard you like fixes. Got some for you in build 1550.

Drop them bugs on the feedback boards.

Fixes & Changes

  • All fixes from 2024.4.1p5 (latest live release).
  • Added a Print Camera button to the Camera QM page.
  • Double clicking on the VRChat+ Quick Menu tab will now open the corresponding Main Menu page.
  • Improve transparency handling in DPID. It will now run all calculations on RGB secondary to A when considering alpha transparency.
    • Fixes a few cases of transparent stickers having strange black outlines.
  • The join button is no longer visible while viewing the profile of a user who is traveling.
  • Fixed video player URL allowlists in local testing instances.
  • Added _ to the supported characters for video player URL allowlists.
  • Fixed portals not working when alone in an instance.
  • Fixed some issues around rejoining an instance, especially in quick succession to other users.
  • Removed herobrine. Fixed an issue where you could sometimes not see specific users in an instance. Also known as the "gaslighting bug".
    • This is a tricky one, and we're not 100% certain it is fixed - please keep an eye out during this beta for any strangeness around players joining, leaving, or loading in as you join an instance!
    • There is one Known Issue already, where in the rare case this bug would have occured before (and only then), you will now correctly see the other player, but OnPlayerRestored events may not fire. We will fix this too.
distant relic
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<@&503009384968749076>

knock knock ✊ 15 minutes to showtime!

Just a few more touch-ups to apply before the curtain lifts on 2024.4.2. Here's build 1551, a release candidate!

If you spot any gremlins, let us know on the feedback boards.

Fixes & Changes

  • Fixed an issue that made avatars' particle textures and Expression icons blurry.
  • Switching to a higher graphics quality level no longer causes textures to become blurry.
  • Increased the face camera's viewing volume, so the mirror can better view your avatar without clipping.
  • Fixed a bug that could cause nameplates to display the wrong performance rank for a blocked avatar.
  • Fixed a regression that could cause OnPlayerRestored not to run for some remote players if they joined an instance while you were also loading in.
  • Fixed an issue that sometimes caused VRChat to take several seconds longer to quit while on loading screens.
  • World instance lists in the Main Menu are no longer cleared after navigating to the author's details.
  • Fixed a bug that prevented changing the note on a spawned Print if someone else had grabbed it.
  • Fixed positions of icons in on-screen text when placing a Gift Drop.
  • Fixed localized text layout issues on the VRC+ gift drop purchase screen.
  • Corrected tooltips on the direct sharing button.
  • The Sticker placement sound is back to using the UI audio level setting
  • Added some memory optimizations for Stickers.
  • Fixed a bug that could cause the camera viewfinder to be placed too low after travel.
  • Fixed an issue that could prevent the Purchase history tab from loading properly.
  • Fixed an issue that could cause purchases to fail with the misleading error message, "You must be in the world to make this purchase."
distant relic
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<@&503009384968749076>

The show is on! Thanks for helping test throughout the last beta cycle of 2024 everyone, as usual here's your final changelog for build 1552.

Fixes & Changes

  • Fixed a crash when wearing certain avatars, which had been introduced in the previous build.
  • Fixed an issue that could cause home world instance type settings to not apply correctly.
  • Removed an incorrect date from the tooltips when viewing other users' badges.
distant relic
#

AND SO, WE AWAKE FROM OUR SLUMBER.

...hold on, give me a second, I need my coffee.

ahem

It's the first Open Beta build of the year! 2025.1.1 build 1564 -- loud coffee slurping sounds.

(Full notes, as always, can be found here.)

Changes & Fixes

  • Published Instant Purchasable Listings which are consumed by a World can now be purchased in that World even if the Listing is not included in the relevant World Store.
  • Prints that were taken in worlds that are no longer available will now work correctly.
  • Avatar scaling parameters should now be synchronized immediately on other users when they join your instance in an avatar at a non-standard height or switch to an avatar at a non-standard height.
  • Made changes to try and disable animators on avatars worn by other players that are currently distance hidden.
    • This change aims to boost performance in very busy instances so you can have more avatars visible at once before VRChat starts dropping frames.
    • Added a new IsAnimatorEnabled animator parameter that gets set to false one frame before the avatar's animator is disabled, and then set to true again as it is re-enabled. This can be used by complex animator states that need to respond to the animator being turned on and off.
  • Users that fall into a certain disconnection state because of internet connection issues will not encounter an, uh, extremely loud THUNK noise.
    • Instead, we'll send that noise to your ISP automatically.
  • Fixed parent constraints not responding to avatar scaling, which could cause constrained objects on avatars to become misaligned when they were scaled up or down.
  • Improved error messaging for VRChat Plus subscription purchasing.
  • We made a handful of fixes to Age Verification.
    • Fixed a bug that caused the client to fail to display the "Age Verified" badge.
    • Added an icon to designate age-gated instances on the Group Activity page.
    • Added a tooltip to explain why the user might be unable to create an age-gated instance.
  • The Gift Drop explanation text was changed to make it more obvious that the whole bundle is used at once and cannot be broken up.
    • Additionally, the "Use Bundle" button was visually changed to make it more consistent with similar buttons.
#
  • Added a Valentine's Day surprise.
    • You don't get to know what it is yet.
      • That's why it's called a surprise.
  • User's cursor should no longer be blocked from selecting the bottom half of the "Show More" button for world descriptions.
  • Fixed a bug causing the notification UI to freak out a bit when notifications had a long title.
  • The C H A O S T I M E G O D has returned.
    • ahem
    • ||The "Random" clock setting now correctly randomizes the clock every time the Quick Menu is opened.||
  • Fixed the blue loading avatar sometimes doubling up briefly before your own avatar has finished loading as you join a new instance.
  • Fixed tooltip labels for held pickups rotating away from you in VR.
  • Fixed minor flow issue with the Wallet tab.
  • Clarified some Marketplace/Creater Economy UI elements.
  • Fixed a regression that caused VRCPlayerApi.isInstanceOwner to return true when using Build & Test from the Worlds SDK.
  • Eyelid blend shapes for looking up/down will no longer remain stuck when the Animator Tracking Control has "eyes" set to "animation".
  • "Open Logs" button on Quest, Pico, and XR Elite now directs users to the FAQ.
  • Fixed an issue where serializations from other users could execute before OnPlayerRestored, leading to observing synced variable values out-of-order; this change defines that behavior and guarantees that OnPlayerRestored executes first.
  • Fixed cases that could cause contacts marked as Local Only to get stripped from an avatar.
  • Your local display path will no longer be visible when using the Camera.
  • Fixed a bug with holoport locomotion that would sometimes cause your avatar to continue running off in the distance after loading into a new world via a portal.
  • "Invite" and "Request Invite" popups will now share the last image you attached.
  • Fixed a bug that could cause the wrong avatar to load for remote users, when they are switching rapidly.
  • When sorting avatars by performance, avatars that don't have a server-side performance ranking yet will now be placed at the end instead of at the start.
  • Worlds set to private will no longer show their descriptions within the tooltips of their world cells in the Main Menu.
  • Fixed avatar hips jittering when not in a station and moving very fast.
  • Fixed some issues with the Hand Tracking tutorial.

Known Issues

  • The ScaleModified parameter value may not switch from True to False on other users when they reset their avatar's height.
#

(oops, <@&503009384968749076> ping lmao)

distant relic
#

<@&503009384968749076>

Yes that's right - two builds today! Open beta 2025.1.1 build 1565 is now available for testing!

We have some important enhancements to a couple of VRChat's most popular features: "not crashing" and "not falling through the floor."

We know, we spoil you guys. ❤️

Fixes & Changes

  • Fixed a regression that sometimes caused VRChat to become unresponsive while loading into a crowded instance.
  • Fixed a regression that could cause certain world collider meshes to fail to load.
  • Fixed a regression that caused some avatars to crash VRChat.
  • Robot avatars no longer appear briefly at the world's origin while a user joins the instance.
  • VRChat constraints using Freeze-To-World now retain their position when the avatar is distance-hidden.
  • Fixed a bug that could prevent the "Server Processing" message from appearing over loading avatars.
  • Fixed a bug that could cause an avatar's ScaleModified to return true for a remote user even after their scale is reset to its default.
  • Improved text layout on localized Prints.
distant relic
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<@&503009384968749076>

2025.1.1 is moments away from hitting Gold Master status! Build 1566 is a Release Candidate and almost ready to deliver to the masses - just gotta run to the store for more blank CDs and bubble mailers. 🔥 💿

As always, please drop a line in Canny if you find any new issues with the beta!

Fixes & Changes

  • Fixed a bug that severely degraded the appearance of avatar fallback shaders.
  • Print previews on the camera now display text more consistently with the final Print.
distant relic
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<@&503009384968749076> <@&1145797715725385809>

*Achoo* Sorry 'bout that. *Sniffle* We're a bit sick right now.

...sick of not bringing you another update, that is! Okay, that was cringe. To make up for it, here's VRChat version 2025.1.2, build 1582, ready for you to give a test drive!

As always, please report any bugs or feedback on our open-beta feedback board. As a special request this time around, please mark any feedback about the Dolly Camera in the title by leading with [Dolly] 🙏!

Full notes can be found here.

Features

Main Menu Updates

We've significantly tweaked the Main Menu -- enough that we could almost consider this a "2.5" version!

  • A new header bar has been added to the Main Menu with links to your profile, the search function, notifications, safety options, help & info, settings and most importantly, a clock.
  • The bottom tabs of the Main Menu have been enlarged with new text labels.
  • VRChat Credit values are now censored on all top-level UIs while in Streamer Mode.
  • The Main Menu tooltip box has been shortened to just two lines in order to fit the new header.
  • The tooltips on the trust ranks found on the Main Menu safety page have been re-written for brevity.
  • The Quick Menu header transparency was adjusted slightly to allow for menu background themes to show through.

Age Verification Updates

We've made some visual changes to how Age Verification status is displayed to other users.

  • The Trust Shield icon on user profiles and nameplates will now show a checkmark for all users who have undergone age verification.
  • The checkmark has been removed from the "Age Verification ID" icon.
  • The blue "Age Verified" status badge on user profiles has been removed and is no longer selectable as an option.
    • Essentially, this marker simply meant that you had completed the process - you had verified your identity, but you may not have been 18 or older.
    • Now, being "verified" in this way is represented by the Trust Shield icon, as mentioned above.
  • Users 18 or above can still display the "Verified 18+" status badge!
    • ...but it's now blue!
    • Red looked really bad on some headsets and didn't match our visual design.
  • Age-gated instances are now prioritized in the instance list for users who are age verified and over the age of 18.
  • Some elements on the VRC+ page have been re-ordered to better highlight Age Verification.
#

Camera Dolly for VRC+ Users

The Camera Dolly is a new VRC+ exclusive feature for creators who want a little more oomph in their camera.

In short, it allows you to set a pre-defined path for the camera. Think of it like an in-client animation system for the camera, giving VRChat videographers a ton of extra power to do... well, whatever you can dream up!

In short, it adds:

  • Path Management: Additionally, paths allow you to play multiple animations in sequence. New camera controls have been added that enable more fine-tuned camera usage. Camera parameters the dolly can animate currently include:
    • Position
    • Rotation
    • Zoom
    • Focal distance and aperture
    • Look-at-me offsets (these are new!)
    • Green screen color (this is new too!)
  • We've included a number of other configuration options to give you even more control over the camera's movement and behavior. How fast does it move? How does it transition between states? Does it loop? You can do a lot here.
  • ...and it all works with OSC.

For more details, we'd strongly suggest reading the docs! Prefer to see it in action? Check out this video we recorded for the open beta, or visit our demo world.

As a note, the Camera Dolly will likely remain in beta seperately after the rest of 2025.1.2 ships to give us more time to respond to your feedback.

An introduction to the VRChat camera dolly‚ a system for creating and playing animations for the VRC camera․

#

Changes & Fixes

  • Adjusted touch interactions and pickups (the ones based on hand proximity as opposed to pointing at stuff) to no longer detect things located behind your hand.
  • Fixed several memory usage and performance regressions from 2024.4.2.
  • Using "Clear Local Profile Data" will no longer softlock, and instead just close the application, since it requires a restart anyway.
  • OSC Changes!
    • You can now use OSC to change avatars!
    • To do so, send a message to the /avatar/change address with an avatar ID as the argument.
    • avtr_26187637-0c30-4a09-86e1-bc928c07309e, for example. It should look like that.
    • You can only change to avatars in your favorites, your recents, or that you've uploaded yourself.
  • If you're on a Steam beta branch, it will now be shown in the tooltip when hovering the build number in the Quick Menu. It will also be visible in log files.
  • Avatar colliders no longer trigger portals, only your actual player capsule will.
  • Having a homeworld you cannot create instances of will no longer lead to a softlock
  • Fixed VRCat escaping confinement from the Quick Menu AGAIN. He's too powerful.
    • Related: VRCat's agility stat has been reduced by 50%. We're keeping an eye on matchmaking to determine if this requires further adjustment.
  • Some UI elements weren't aligned properly.
    • We aligned them.
      • Properly.
  • Added spawn / despawn animations to sharing pedestals.
  • Fixed camera scrolling arrows not being visible in portrait orientation.
  • Added default SteamVR bindings for HTC Vive Focus headsets.
  • Improved memory behavior for avatars by dropping CPU-based mesh and texture data after the avatar has finished loading.
  • Fixed avatars visually shifting for one frame as they are unhidden while distance hiding is enabled.
  • Fixed a rare issue where trail renderers would appear incorrectly in mirrors.
  • Fixed some minor issues with text overflows in some languages.
    • Additionally, added in some missing strings that were missing from some languages.
  • We deleted over a million lines of unused code and prefabs from VRChat's codebase. This won't change anything for you, but the engineer responsible wanted to share their relief with anyone who also works in software.
    • Please clap.
  • Fixed the world preload button not showing preload progress if the world is updated while the world details panel is still open.
  • Sliding across QM and MM tabs on mobile no longer trigger their double click feature.
  • Prints now save to your local gallery during creation.
  • Fixed expiring product subscription notification - now shows on "Purchases & Subscriptions" tab instead of "Wallet Tab" in Marketplace menu.
  • Fixed an issue causing parts of some avatars to reappear before other parts when being unculled.
  • The VRChat logging system has been changed to be more efficient.
  • Fixed visibility of VRChat Credit bundle amounts when using non-default UI themes.
  • Fixed an issue where UI tiles could appear squashed when viewing recent worlds or users.
  • The "Pixel Light Count" setting now follows the "Quality Preset" option correctly.
  • Distance hider diamonds now apply avatar scaling properly (up to certain limits to prevent them from becoming annoying).
  • Fixed a few instance where swapping back to a previous avatar after your current one failed to load was not working.
#

But wait, there's more!

SDK 3.7.6-beta.1

Note that some of these features require the 2025.1.2 beta client to work.

  • The VRChat SDK's Build Panel has received a major overhaul.
    • You can now target multiple platforms at the same time when publishing!
      • Multi-Platform Build & Publish goes through each selected platform in sequence and build your content for that platform, always starting with PC (if selected).
      • You can monitor the progress in both the Builder panel and in Unity's Background Processes window accessed in the bottom right area of the editor.
      • Once the builds are done, the editor returns to the platform you started the build on.
      • The updated UI also incorporates all of the changes made to support Build & Test for Android/Quest.
    • Content Info editing has been improved.
      • The Content Warnings section has been changed into a simple dropdown.
      • The tag editor has moved to a new popup.
    • Capturing thumbnails is significantly easier and more responsive.
      • Likewise, this new method addresses past Color Space and Post Processing issues.
  • You can now build and test avatars on Android/Quest.
    • This requires connecting a phone (or any ADB device) to your PC.
    • Check out our documentation!
  • Added a new ClientSim setting, Hide Menu on Launch.
    • This setting automatically closes the ClientSim pause menu when entering Play Mode, after you've accepted the warning about differences between ClientSim and the VRChat Client.
    • In addition, the ClientSim pause menu now automatically closes when you move your player, similar to how the Quick Menu works in the Client.
  • Added support for Contact Senders to be local only.
    • If you enable "local only", the Contact Sender only exists on the local avatar in a similar way to local only Contact Receivers.
    • These do not contribute to an avatar's performance ranking, but still count towards the hard Contact limit.

SDK Bug Fixes

  • Fixed multiple UdonBehaviour scripts on one GameObject not functioning correctly in ClientSim.
  • Fixed an exeception that could appear when toggling VRChat Contacts in Play mode.
  • Implemented all VRChat Constraint fixes from client version 2025.1.2 (and older).

You can also find this changelog on our beta docs.

distant relic
#

<@&503009384968749076>

01111001 01101111 01110101 01110010 00100000 01000001 01001001 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100000 01100001 01110010 01100101 00100000 01101000 01100101 01110010 01100101 00100000 01110100 01101111 00100000 01100010 01110010 01101001 01101110 01100111 00100000 01111001 01101111 01110101 2025.1.2 build 1583 01110000 01101100 01100101 01100001 01110011 01100101 00100000 01100101 01101110 01101010 01101111 01111001

As before, report any bugs or feedback on our open-beta feedback board. As a special request this time around, please mark any feedback about the Camera Dolly in the title by leading with [Dolly]!

Changes & Fixes

  • Fixed Camera Dolly paths not getting cleared on logout.
  • Aligned dolly path-menu rotation when creating tilted points.
  • Added a background to the Camera Dolly config UI to make it legible even in bright worlds.
  • Renamed "Export Path" to "Export Paths" in the dolly menu to clarify that all paths will be exported.
  • Increased the upper limit on the "Maximum Shown Avatars" setting from 30 to 80.
  • The sliders for controlling earmuffs and avatar hiding/prioritization distances now scale logarithmically. This makes it easier to fine-tune these settings.
  • Double-tapping to open the Main Menu now correctly opens the Launch Pad page and not the Search page.
  • Fixed an issue with execution order when a PhysBone and Constraint component are used together on the same GameObject.
  • Optimized notifications page when displaying large numbers of notifications.
    • Since it's so much faster now, we have also removed the arbitrary limit of 100 visible notifications.
  • Updated our Loading Screen Tips to reflect the new MM changes.
    • We also added a new one pointing users towards our help articles.
  • Fixed Main Menu tooltip box not expanding to two lines if the user is viewing text with larger glyph sizes, like Chinese or Japanese.
  • Minor security improvements.
    • Note for world creators: Dynamically dropped portals are no longer accessible from Udon. They weren't ever supposed to be, actually.
weak raft
#

<@&503009384968749076>

Hey all! No update, but we confirmed that a particularly disruptive bug exists in the Open Beta that you should know about, since we're not going to have another patch until next week.

If you have Personal Space enabled, users who get hidden because they get too close never become visible again. Thanks to Salbug for the bug report!

In other words, don't use Personal Space on the beta unless you want to run around and delete your friends. griefDissolve

Since this setting isn't one we see very many beta testers using, we're not too worried about leaving it over the weekend, but we thought you should know about it.

When the 'Personal Space' setting is enabled, approaching other players causes them to disappear. However, they fail to reappear once you move away.

distant relic
#

<@&503009384968749076>

vrchat@open-beta-announce:~$ sed 's/^/> /g' beta-announcement.txt

> Hi folks! We're hiding from the AI in the Linux shell.
> Anyway, here's VRChat 2025.1.2, build 1584.
> We're getting closer to a live release, but note that the Dolly may stay in beta for a bit beyond that!
>
> As before, report any bugs or feedback on our open-beta feedback board: https://feedback.vrchat.com
> As a special request this time around, please mark any feedback about the Camera Dolly in the title by leading with "[Dolly]"!

vrchat@open-beta-announce:~$ ls -lh
total 2
-rw-r--r-- 1 vrchat users   431  Feb 18 2025  beta-announcement.txt
-rw-r--r-- 1 vrchat users  2.8k  Feb 18 2025  patchnotes-1584.txt

vrchat@open-beta-announce:~$ vim patchnotes-*

Fixes & Changes

  • Fixed an issue causing menu to stop working if a user leaves the instance while you have them selected.
  • Also fixed menu breaking when viewing saved searches in the Worlds tab.
  • Fixed Personal Space permanently snapping people out of existence when they get too close.
    • No, that's not a feature.
  • Fixed certain objects not appearing on avatars in previous beta versions.
    • Specifically, static meshes assigned to a SkinnedMeshRenderer would not be rendered. This is discouraged by Unity, but we will keep supporting it for now.
  • Shaders that define Matcap as their VRCFallback tag should now have their _MatCap texture copied correctly.
  • Fixed a bad case of exception log spam with certain SDK2 avatars.
  • Fixed dolly info text still being visible after closing the dolly menu.
wise furnace
#

<@&503009384968749076>

Here's your Ultra-Special VIP Gold Class Super Rare changelog between the last open-beta build and 1585, which just shipped to live. Note that the Dolly is not included in the live version.

The open-beta branch will stay open and receive an update with a bunch of Dolly-related fixes soon (but not today), which will also bring you all of these changes without having to switch back to live!

Changes & Fixes

  • Fixed issues entering "Build & Test" instances when launching/reloading multiple clients simultaneously.
    • This one is pending a slight server-side change too, so if it doesn't work immediately, try again tomorrow!
  • Readjusted earmuffs and avatar hiding/prioritization sliders based on your feedback.
    • They now increase linearly again, but with a threshold that gives more space to smaller values.
  • Fixed a bug that prevented saving an emoji or sticker to local storage.
  • Fixed some edge cases in the group instance creation dialog that could lead to errors getting stuck on the screen.
  • Minor stability improvements around avatar loading.
distant relic
#

<@&503009384968749076>

Alrighty, weekend patch! Here's an update to the open-beta branch (build 1590) bringing you up to date with 2025.1.2 on live, as well as all the Dolly improvements listed below!

For now, this only updates the Steam branch - the next builds will also be on Quest Open Beta again. Both beta branches will keep receiving Dolly updates, other changes will have to wait until our next release cycle.

As before, report any bugs or feedback on our open-beta feedback board. As a special request this time around, please mark any feedback about the Camera Dolly in the title by leading with [Dolly]!

Fixes & Changes

  • All fixes between 1584 (last open-beta) and 1585 (live).
  • Moved all Dolly Interfaces to the UI layer and removed collisions with world objects.
  • Dolly OSC improvements!
    • The dolly export OSC endpoint now processes the given argument. If a file path to an existing .json file is given, it will export to that file. Note that for security reasons the file has to exist already. If the given file path is invalid for any reason, it will export to the default ~/Documents/VRChat/CameraPaths location.
    • In addition to passing a string literal with the JSON to import, you can now also pass a file path to a .json file. This is the recommended way to import points. /dolly/Import still accepts a literal JSON string. However, due to the size limit of OSC payloads, this fails if the passed string is too long.
    • Fixed a bug where importing points while a camera dolly animation is playing would append the points. The animation should now stop and the path should be cleared before the new points are imported.
    • Fixed dolly import ignoring point indices specified in the imported data.
  • Fixed an issue where using multi streaming could cause stream cameras to not get destroyed after an animation.
distant relic
#

<@&503009384968749076>

In our never-ending march towards progress, we bring you SDK version 3.7.6-beta.2. This is a release candidate!

Make sure to report any outstanding issues with this version on our open-beta feedback board!

Changes & Fixes

  • Fixed UdonSharp's log watcher by updating it to VRChat's new log file format.
  • Fixed an issue with uploading worlds on Linux.
    • Linux is not a supported platform for our SDK, but internal tests show that you should now be able upload both worlds and avatars.
  • The "Prepare Your Content" panel should no longer auto-collapse whenever "Show All Avatar Performance Details" is checked.
  • The "Validations" panel now only rescans the scene when something in the scene changes.
    • This should generally improve editor performance.
  • The checkbox confirming "The information provided above is accurate (...)" will now reset correctly when switching between different worlds or avatars.
  • ASTC compression setting for Android builds are now correctly applied during multi-platform builds.
    • Fixed the beta SDK not preventing Android uploads if textures don't use ASTC compression.
  • The SDK validation message list should now wrap text correctly at smaller window sizes.
  • Fixed an issue with execution order when a PhysBone and Constraint component are used together on the same game object.
#

<@&1145797715725385809>

distant relic
#

<@&1145797715725385809>

INT. COZY CABIN - NIGHT

A FIREPLACE sits in the corner of a cabin in the middle of a snowstorm. Large flakes of snow beat against the window. In the middle stands STRASZ, dressed in jeans and a hoodie, purple hair spilling over their shoulders and clipping into their jaw.

STRASZ:
Welcome to another VRChat Open Beta update! In this one, we bring you another large batch of Dolly Updates...

DISEMBODIED DEVELOPER (O.S):
Not that many, but good ones!

STRASZ loudly clears their throat.

STRASZ:
As I was saying, we bring you some highly-requested updates to...

DISEMBODIED DEVELOPER (O.S), INTERRUPTING STRASZ:
I'm not sure they were all requested, actually! Some of them we might have thought of ourselves.

(beat)

The camera zooms in on STRASZ's face, using a VRCHAT CAMERA DOLLY ZOOM (that's different from a dolly zoom, okay, get out of here Hitchcock you PHILISTINE)

STRASZ (exasperated):
Version 2025.1.2. Build 1591. Open-Beta feedback board.

STRASZ points at a FLOATING LINK to the FEEDBACK BOARD.

STRASZ clears their throat before continuing in their trademark, Classic Calm Tone:
Now if you'll excuse me, I need to handle something.

STRASZ leaves.

A series of sounds can be heard emanating from off screen: Rumbling noises, a chair screeching on the wooden floor. A comic-style rubber mallet noise.

FADE TO BLACK

PS: This build is available on both Quest and Steam beta branches again!

#

Fixes & Changes

  • Shiny new camera dolly icons for the UI!
  • Added a new "Capture" feature to the camera dolly!
    • Consider this feature a preview until further notice - there are a few restrictions and minor issues still in place.
    • "Video capture" let's you record videos right in VRChat without needing to use external tools. And yes, this works on Quest, as well! Videos are currently recorded at 30fps and are saved into the local Videos folder. The maximum clip length is 60 seconds.
    • You can also select an Audio source to include in your recording:
      • "Mic" records only your local microphone input, regardless of whether its muted in VRChat or not. This will use the Microphone device you define in your VRChat Audio settings.
      • "World" records all other audio (player voices except your own, world audio, etc.)
      • Due to technical limitations, it's currently not possible to record videos with both audio sources at once.
    • "Photo capture" allows the camera to take pictures automatically during an animation. A new "Photos per Second" slider let's you define the rate at which photos are taken. It currently ranges from one picture every 10 seconds to 2 per second.
    • "Emoji capture" let's you record an animated emoji during an animation. It does this by taking 16 images spaced out evenly along the animation path. When the animation concludes, the Emoji editor opens. This variant is not currently supported with Speed-based motion.
    • You cannot have looping enabled when using one of the above Capture options. This is to prevent you from accidentally fill up your local storage with an infinite recording.
  • Added a new "Import" option to the camera dolly menu.
    • The import modal expects a file path to a previously exported JSON, similar to the /dolly/Import OSC endpoint.
    • This lets you import without the need to go through OSC.
    • Currently this menu is only available on Windows.
  • Fixed Greenscreen color resetting to the default green instead of using the set HSL color when toggled off and back on.
  • Fixed camera dolly paths having unsmoothed sections after certain actions, such as adding a new point next to an anchor or removing specific points when using "Revolve" looping.

Known Issues

  • The "Import" button does not work if OSC is disabled, though it does not actually make use of OSC in any way.
  • Recorded videos on Quest may not show up in the Quest's native "recent" view.
#

also <@&503009384968749076> obligatory strasz missed the ping for the update... ping

distant relic
#

<@&503009384968749076>

DST isn't the only thing stealing your time¹! It's 2025.1.3, build 1601 -- and this one has so many cool things, you're going to be angry at us for yoinking even more of your precious hours.

This Open Beta includes Camera Dolly (as it's intended to release with this cycle) as well as a few brand new features and a bunch of assorted fixes.

Some of those changes and fixes are almost feature-level, so make sure you read past the Big Shiny Things™️!

As always, the notes can also be found here.

¹Europeans your time will come soon, don't you worry. For now, simply enjoy your DST-plagued friends screaming at you one hour earlier.

Features

Camera Drone

Introducing the Camera Drone! This is a new feature for VRC+ subscribers.

The Camera Drone is a fully-functional drone that you can fly within VRChat. You can use it as an additional recording tool, or you can simply fly around with all of your friends!

Not an expert at flying? That's okay! The Camera Drone features a handful of control and flight settings that can change the way it behaves, meaning that no matter your experience with flying (in VRChat or otherwise), you should be able to get the hang of it!

You can find the Camera Drone in the Quick Menu's camera tab.

(As a note, we're looking for worlds to fly the Camera Drone in -- generally, they should have accurate colliders and be fairly scenic. If you have suggestions, tag us on social media with #VRCDrone!)

Camera Dolly

This has been in beta since the last major release, but will ship to live with 2025.1.3!

If you have been using the Open Beta previously for Camera Dolly, please check the small section under Features & Changes that have a few notes relevant to you.

Selfie Expression

Seflie Expression enables you to use your webcam to add tracking to your desktop avatar! As a note, this feature is in Early Access VRC+ for subscribers, although it's likely it will eventually become a general-access feature.

Yes, that's right -- this feature allows desktop users to track their facial expressions, head and eye movement, and even their hands.

This system uses built-in visemes and your webcam -- meaning that it should work for most avatars with no additional effort required!

Selfie Expression adds an entirely new level of interaction for desktop users. Wave to your friends! Smile! Give them a high-five! Pat them on the head! You can do it all, baby.

Because Selfie Expression requires the use of your webcam (and because everyone has a different environment/system), there are new options related to this feature in Settings, under Tracking & IK. Likewise, because it requires the use of your webcam, you have to enable it here before it will work.

All webcam data is processed locally -- the image is never sent to us or other users. This does, however, mean it can be a little heavy on some systems. Beware!

(Note: if you notice your avatar's eyes aren't tracking, it's likely you haven't set up eyelook in the SDK! Go fix it!)

#

Changes & Fixes

  • The Safety Settings Menu has been completely redesigned.
    • All of the old Safety Settings can now be found alongside the regular Settings, instead of in their own menu.
    • This allows us to add more options for users, giving them more customization over their experience.
  • We've updated the instance creation flow.
    • Instance creators can now choose to enable or disable a bunch of features.
      • This includes Emoji, Stickers, Sharing Pedestals, Prints, and Drones.
      • These can be adjusted on-the-fly after the instance has been created.
      • If they are disabled while content is in the world, that content will be removed.
        • Ex: If there are Prints or Stickers in the world and you disable them, they will all be removed from the world.
    • You can do this via the client. World authors can also choose the defaults for their world from the website.
    • Public instances not owned by any group will always use the defaults chosen by the world author.
  • Hover states over the entire UI have been improved, making them more consistent across platforms.
  • User Details Status, Trust Rank, and Age Verification are now inside a field that can be scrolled through, giving this section a little more room. This is useful for languages that needed the space.
  • Fixed being able to sit in stations on distance or personal space hidden avatars.
    • If you're in a station on an avatar, you will now be removed from the station if that avatar becomes hidden by distance.
  • Improved the visual quality of the loading screen.
    • Things were blurry. We called the optometrist.
  • Fixed an issue that would cause others to hear a pop if you muted yourself while you were still transmitting audio.
  • In some rare cases, the transparent microphone icon would pop up on the loading screen. This has been fixed.
  • Fixed alignment issues in the Instance Creation menu.
  • PhysBone Tweaks!
    • PhysBones now run in order of dependency. This means you can put a VRCPhysBone/VRCPhysBoneCollider on an object under another PhysBone component, and they will run in the proper order. The max dependency depth is set to 8 levels deep.
    • Fixed issues related to when PhysBone gravity falloff is calculated. Now it should no longer matter what position the player is in when switching to a new avatar, the gravity falloff will be calculated the same each time.
    • Minor optimizations for PhysBones.
  • Notification events on top of the Quick Menu should now always display the proper image.
  • Fixed Print images that are saved locally during creation.
  • Fixed an issue that could lead to disconnects if spawning more than 50 prints in one instance.
    • But, like, stop.
  • Fixed inconsistent ability to interact with the "Show badge on profile" and "Hide badge" options.
  • Improved messaging if an error occurs while attempting to buy VRC+ on Steam.
  • Fixed spacing issues with the Main Menu affecting localization.
#

Notes for the Very Special Open Beta Folks

All of the above stuff is new for 2025.1.3! But if you've already been using Open Beta for the Camera Dolly, we have a few specific changes for you:

  • The Camera Dolly Advanced Settings have been tweaked.
    • Adjusted the Camera Dolly menu a smidge: The Audio from Camera, Export, and Import buttons have been moved into an expandable group, similar to Emoji camera mode buttons.
    • Also fixed a bug where camera menu expandable groups didn't rotate in and out of portrait orientation correctly.
  • Fixed camera dolly import menu not working when OSC is disabled.
  • When you hover over UI elements for the Camera Dolly, you will now see tooltips.
wise furnace
#

Attention Quest Beta users!

While we are investigating an issue where the Drone beta (2025.1.3, 1601) does not allow some users to connect to instances, we have rolled back the "Open Beta" branch on the Meta store to the previous version 1591. We will redeploy the update as soon as we have a fix available!

Steam is unaffected, keep testing, nothing to see here...

Apologies, and thank you for some patience 🙏

distant relic
#

<@&503009384968749076>

No jokes. Hardcore changelog only. 2025.1.3, build 1602, beta update.

Quest beta is re-enabled.

Drop bug reports and feedback on the open-beta feedback boards.

Enjoy.

Changes & Fixes

  • Added a help button to the Camera Drone's UI.
    • This links to an extensive in-game documentation about the Camera Drone.
  • New Drone controller visuals!
    • The design of the controller now matches the drone itself better, including antenna ears and a new color scheme!
    • Improved the Drone model's texture to match.
  • The drone controller's position now restores more reliably when leaving FPV mode.
  • The camera and drone controller will now spawn in the opposite hand for a more natural orientation when opening them via the Quick Menu.
  • Fixed a timing issue that could cause instance settings to mismatch between users in the same instance.
  • Fixed issues with worlds using GetTrackingData for the Head position in combination with Selfie Expression.
    • It will match the Camera's position again.
  • Fixed a variety of UI regressions:
    • The avatar cells on the wings will once again only display their text on hover.
    • Increased the size of the "hamburger" menu button on the wings menu.
    • Increased the size of the Quick Menu back button and made sure if was consistent across all pages.
    • On the User Details pages the "Block User" and "Hide Avatar Globally" buttons should now use the correct color.
    • Updated the hover image on the represented group to fit the more square shape.
    • Removed the underline from "By" in the world details page.
  • Fixed camera lens becoming invisible after closing the drone controller with Spout enabled.
  • Fixed handheld camera showing a white screen when traveling while having it open.
  • Handheld camera should no longer be visible on loading screens.
  • Stream Camera and Spout output will now show black instead of random colors and images from world origin while loading a world.
  • Fixed performance regressions with OnTriggerStay in some worlds.
wise furnace
#

<@&503009384968749076>

Lil' tiny Friday beta update, as small as they get. We're still on build 1602, but now hash 41217b0. This patch is only available for Steam beta users, since Quest was unaffected by the bug.

Enjoy your weekend!

Fixes & Changes

  • Fixed FPV Drone not working in Desktop mode unless Spout was active.
distant relic
#

<@&503009384968749076>

We've been busy. Like, really busy, actually. A while ago we would have called a changelog this large a full release, but look at us now - a regular Tuesday beta patch.

Here's 2025.1.3, build 1603, network-compatible as always (reminder: the open-beta channel will remain compatible unless we specifically say otherwise!), available on Steam and Quest open-beta branches.

Please put your ideas and bug reports on our open-beta feedback board!

Fixes & Changes

  • Reduced player voice latency.
    • By up to 250ms, on the receiver's side.
    • Yes, really.
  • InputFields (TMPro/Built-In/VRCUrl) now respect the Interactable and enabled states and will not open the VRChat keyboard popup if disabled.
    • This is a minor breaking change and was announced here.
  • Changed the VRC+ Quick Menu page layout to fit 5 buttons per row.
    • Added Camera Dolly, Drone and Selfie Expression buttons to fill up the newfound space.
  • Selfie Expression fixes!
    • Fixed an issue that caused repeating "webcam incompatible" notifications, even with compatible webcams.
    • Made notifications when Selfie Expression pauses due to the "Auto-Adjust Quality" feature more informative.
    • Allow smooth blend-in of hand tracking when avatars are crouched or prone.
    • Slightly reduced jitter in Selfie Expression eye tracking.
  • Fixed scrolling through the "Bio" section on the User Profile page.
  • Fixed the message, "Emojis are disabled in this instance" sometimes reappearing continuously until you rejoin the instance.
  • Fixed a bug that could disable Prints for the remainder of a session if an error occurred while printing.
    • Printers: demons even in virtual reality.
#

Drone Updates

  • Added a potential fix for crashes experienced while using or spawning the Drone.
    • We're not super confident in this one, please let us know if you still encounter crashes or stutters related to the Drone!
  • The Audio Listener is no longer attached to the Drone in FPV mode. You will still hear rotor sounds, however.
    • Don't fret, we will very likely bring this back as a toggle in a coming beta update. For now it had to be removed for technical reasons.
    • In positive news, this toggle will probably be available outside Drone mode as well!
    • You can adjust the volume of the propeller noises you hear locally in a slider now.
  • Added Legacy Input options for the Camera Drone to support a wider variety of professional FPV radios.
    • You'll need to set this up in a config file. See the guide for how to do that!
  • Added better names for Steam Input bindings related to the Drone.
    • Make sure to reset Steam VR Input bindings before flying the Drone if using a custom binding set!
    • We also improved the Drone's default bindings for Vive controllers.
  • Several other Drone-related input changes!
    • Added input actions to select Drone flight presets directly. These default to the dpad for gamepads.
    • Added a sensitivity setting to allow scaling keyboard inputs.
    • Control Scheme configured for the Drone will now be stored separately between Keyboard + Mouse and Gamepads or VR.
    • Fixed Drone center rate limits to allow for linear curves, they now can go as high as the max send rates.
    • Removed extra Unity deadzone handling for drone controller axes, which were adding an additional deadzone on top of the configurable option.
    • Improved throttle input to use the full range of the axis better.
  • Pressing the menu button now exits FPV mode. Otherwise, if in Drone control (but not FPV) state, pressing the menu button will toggle the UI state.
    • Any default FPV-mode bindings on the menu button have been moved to chords instead.
  • Tweaked a whole lot of flight characteristics:
    • Throttle sliders are now available in flight presets.
    • Throttle configuration now defaults to 0 exponential, making it respond more linearly.
    • Fixed a bug that could cause throttle to go negative with some settings.
    • Throttle is now capped to max rate.
    • Added controller settings for centered stick behavior (altitude assist, 50%, 0%).
    • Added a "cross section drag" slider.
      • We account for a minimum value of 20% at all times.
    • Added airstream scaling to throttle forces.
    • Tweaks to flight presets defaults - you'll need to hit "Reset" to get new defaults if you've tweaked these before!
  • Drone propellers now spin in physically appropriate directions. 🤓
  • Renamed Drone flight mode from "horizon" to "angle" which more accurately captures its behavior.
  • Drone FPV display now correctly applies avatar scale.
  • Improved the screen animation when entering Drone FPV in VR.
  • Improved visibility of certain UI elements on the FPV HUD in VR.
  • Reduced default camera tilt setting for the "micro" flight preset.
  • Fixed an issue where closing the Drone with Spout active on Desktop would open the menu in an erroneous state.
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Live Compatibility Note

Instance Settings (e.g. disabling Stickers, Emoji, Drones, etc.) will apply to users on non-beta clients ("live clients") as well. Previously, they wouldn't see any indication of this however, since they obviously don't have the beta UI available.

With a server-side change from yesterday, any live users in an instance that has modified permissions from a beta user will now be informed with a special notification. Drones are excluded from this, and worlds that have Stickers disabled on the web have special handling since live client will be unable to enable Stickers in this scenario.

We hope this prevents some confusion. The special behaviour will automatically become obsolete once 2025.1.3 ships to live.

Known Issues

  • Legacy Input currently doesn't work correctly while in VR.
  • You can open, but not close the Action Menu while in FPV mode in VR.
  • There is a deadzone slider in the Drone input settings. It doesn't do anything. It was supposed to. We forgor.
distant relic
#

As you might have seen in our Developer Update last week, it's time for a Steam Audio Open Beta!

To opt in, find it on Steam under the branch name steam-audio-beta.

For now, this Open Beta is only on PC, but that may change in the future! The branch is based on 2025.1.3 and will keep pace with the regular open-beta branch going forward.

What's Steam Audio?

In short: Steam Audio is what's known as a spatializer, a bunch of code that helps audio sound like it's in 3D space. You know how when you hear a sound in a world and it's behind you? Or how you can hear someone's voice and you'll generally know where they are standing? Yeah, basically it helps with that. We currently use a different spatializer for that -- ONSP. It's a little old and no longer receiving updates, making development difficult, so we're switching to Steam Audio.

If you're a creator in VRChat, this means that your content might sound different. More on that below! If you aren't a creator, you still might be interested, as well... things might sound different, and we'll want to know about it (once again, see below).

What's This Beta About?

This beta will run in parallel with our current Open Beta, and will probably span more than one release.

As mentioned -- this Open Beta and the eventual initial release of Steam Audio -- is spatializer-only and focuses on content compatibility.

New functionality that Steam Audio can provide is not present in this beta, and any new functionality it provides would be something considered and implemented in future releases. First, we have to get our foot in the door -- this is how we do that!

We are using a conversion process designed to smooth out issues between ONSP and Steam Audio. This beta exists to help find cases where that process is leading to situations that are radically different -- meaning that creators would need to re-author content to fix bugs with audio. This way, all existing content stays compatible, and you will not need a new SDK version (for now).

We aren't trying to make this translation perfect -- and in some cases, that's a good thing! You might notice situations where Steam Audio simply sounds better. The idea is to limit headaches for creators as much as possible.

Please try your worlds and let us know if something isn't working properly!

We are looking for feedback on what sounds good to you, what sounds worse, and what may be broken entirely. Post any and all relevant notes on our dedicated Canny board !

  • No off-topic posts- Don't report more than 1 issue at once- For isolated issues or customer support visit help.vrchat.com ~ Thanks for your bug report!
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The Official Changelog™

  • Introduced Steam Audio (v4.6.0)
    • A conversion process is in place to adapt spatialized audio sources balanced under ONSP to Steam Audio.
  • Enabled doppler effects on audio sources
    • The pitch/tone a sound makes when it passes by at high speed will shift.
    • This was once enabled under ONSP too, but that was a long time ago.
    • Experimental! The way this is implemented may (and probably will) change over the course of the beta.
  • Player voices now have a roughly cardioid-shaped directivity pattern defined and air absorption enabled.
    • This should help make player voice spatialization sound more natural and make conversations in a crowd a little easier.

Known Issues

  • 2D spatial blended audio sources that have "Enable Spatialization" selected in their VRC Spatial Audio Source don't attenuate the 2D blended portion of their volume with distance like ONSP.
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<@&503009384968749076> ^^^^

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<@&503009384968749076> double ping because steam audio beta :3

distant relic
#

<@&503009384968749076>

Here's open-beta build 1604! It's one higher than 1603 was, so it's better.

...what, you want details? Alright, changelog below.

As usual, put your feedback on our open-beta feedback board!

The steam-audio-beta branch will be caught up too, no other Steam Audio specific changes at this time.

Fixes & Changes

  • The user who created a Group instance can now modify instance settings (blocking Stickers, Drones, etc.) even if they are not a moderator of that specific group.
    • Moderators for the group will still be able to edit these settings too.
  • The camera indicator (the lil' floaty lens you see for remote users) has been completely refactored!
    • ⚠️ Camera indicators will not be synchronized between open-beta and live users from this point on! This will resolve itself once 2025.1.3 ships to live, of course.
    • Basic functionality should be about the same, but much more stable:
      • Improved late joiner syncing of camera position.
      • Fixed indicator jittering for VR users while they are turning.
      • Improved positional snapping, e.g. when you change lens space. No more lenses awkwardly resetting across the map.
    • When using the Dolly's "multi-cam streaming" mode, all active cameras will now have a remote indicator (up to 4).
    • New visual effects!
      • The indicator now flashes white in addition to the shutter sound to indicate a picture has been taken.
      • When using the "Timed Photo" functionality, remote users will now see a ring around the indicator counting down visually in addition to the bloop noises.
    • Fixed an intermittent spatialization issue with the shutter and timer bloop noises.
    • Fixed a bug where the indicator could be invisible after using the Drone.
    • The nameplate over Drones is now attached rigidly, meaning its position won't be slightly desynced anymore.
      • We've also repositioned it to be a bit more centered.
  • Player nameplate voice indicator FX now takes Udon-configured voice distance into account instead of a hard-coded distance limit.
    • This means that in worlds with a radio system you should see nameplates light up with voice as long as you can hear someone, even if they are across the map.
    • tupper hijack: thank you so much oh my god i can finally tell who in the furball is screeching at me
  • The "Audio from Camera" option has been moved out of the Dolly menu and is now available in the regular Stream camera, the Drone, and during Spout streaming!
    • It will be available in all scenarios where Spout streaming works too.
    • As before, this will make all audio sound like it is coming from the position and rotation of your camera.
    • For technical reasons, we cannot have an Audio Listener attached to your camera and your head simultaneously.
    • The value is saved for Stream and Drone mode independently but resets across client restarts.
    • Since it was moved out of the Dolly menu, this also means this toggle is no longer VRC+ exclusive!
  • Properly animated the camera UI scrolling arrows, so they no longer run off into the horizon.
  • Fixed certain complex Camera Dolly animations importing in a broken state.
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  • The camera now has the 'orientation toggle' button in VR too, allowing the dolly to record in portrait mode.
  • The Camera Dolly now has a yellow feature callout.
  • Fixed tooltips for the "Languages" section on the User Profile page.
  • Fixed a bug where you could not edit group visibility options.
  • Fixed an issue that could cause an avatar's mouth to be clenched slightly after disabling Selfie Expression.
  • Fixed a bug which prevented zero length finger colliders from working.
  • Fixed a behaviour change around multiple PhysBones affecting each other's root transforms applied to existing avatars.
    • This will become an SDK toggle instead.
  • Fixed an issue which caused PhysBone components to stutter for the first frame they were enabled. This would especially happen when someone was far away from the world origin.
  • The buttons on the confirmation modal shown when you enable Selfie Expression now highlight on hover.
  • Reduced compression artifacts on several UI elements on PC.
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Drone Changes

  • Fixed a potential crash, stutter or nuclear fusion when spawning Drones close to each other, or triggering extreme physics scenarios.
    • ⚠️ We're still not 100% confident in this fix - please let us know on Canny or Discord if you still experience any crashes or specifically Drone-related stutter on this build!
  • The Drone now has some cute animations for movement. And you can headpat it.
    • You can headpat the Drone.
    • The Drone is headpattable.
    • And it squirms a bit if you hold it.
  • Remember that Deadzone slider we added last update? Believe it or not, it works now.
    • This should allow you to completely disable your deadzone too, by setting it to 0.
  • Drones (and Prints, coincidentally) should no longer briefly appear at world origin for remote users.
  • Updated Drone spawn/despawn VFX.
  • Fixed a bug where the Drone UI was visible from the back of the controller at certain angles.
  • Fixed a bug that caused the "Flight Preset" submenu to become desynced.
  • The "Flight Preset" submenu now closes correctly.
  • Updated default SteamVR Input bindings for HP Motion Controllers to include Drone controls.
  • Corrected label of throttle behavior for angle mode in Drone controller settings.
  • Slightly reduced quality of Drone textures on mobile platforms for better performance.
  • Menus will now close when entering FPV mode.

Known Issues

  • Drone prop noises can be a bit strange when "Audio from Camera" is enabled.
  • People at or near world origin may not be audible when using "Audio from Camera".
distant relic
#

<@&1145797715725385809>

Hey -- it's time for a beta SDK Update! Let's goooooo~

Version 3.7.7-beta.1 adds an Udon interface to the VRChat+ Drone, improves PhysBones and fixes a variety of minor bugs.

Keep in mind, you'll need to be on 2025.1.3 to test what's in this beta SDK.

You can read the full changelog here.

Please report any issues on our open-beta feedback board!

Fixes & Changes

  • Added Udon API to access the VRChat+ Drone of players in your world!
  • Improved the content ownership confirmation flow during uploads. We replaced the old checkbox with a modal. It should only appear once per Unity Editor session and content ID.
  • Includes PhysBone dependency sorting as introduced in VRChat client version 2025.1.3.
  • Added an ignoreOtherPhysBones option to PhysBone components.
  • Allowlisted IVRCImageDownload.Dispose() for Udon, allowing you to dispose individual downloaded textures once they're no longer needed.
  • Fixed avatar dynamics sometimes not simulating as soon as you enter play mode in avatar projects that have automatic domain reloading disabled.
  • Fixed four benign warning messages that always appeared in World SDK projects. (See this Dev Update!)
median moss
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<@&503009384968749076>

Hear ye, hear ye! The time is nigh! Go forth and report one's trouble on the castle lord's beta-feedback board, for this here version 1605 of VRChat is proclaimed a release candidate!

The port for shipping shall open no sooner than the clock strikes another day, but then! Then I say! It won't be long.

(And yes, steam-audio-beta will be updated soon too.)

Fixes & Changes

  • Fixed a bug that could cause the "selected" and "hover" pages on the Quick Menu to remain stuck open.
  • The shutter and timer sounds for remote users are back on the "UI" volume slider as intended.
  • Camera UI sounds are now audible while "Audio from Camera" is enabled.
    • The toggle itself no longer makes a sound, since it would switch position while playing.
  • Fixed a minor audio glitch with Camera UI noises.
  • Disabling the face mirror after using Desktop Selfie Expression will now remember the setting.
  • We replaced the ink cartridges in the printer, it should no longer remain visible after a Print spawns.
  • "Shared by" text on sharing pedestals no longer renders over world geometry.

Drone Changes

  • Drones now have a dedicated slider in the Audio Settings to adjust their volume.
    • This slider may not remain exclusive to Drones in the future, but for now they get their very own.
  • Fixed a physics bug which caused unpredictable behavior between different hardware or performance levels.
  • Retuned the Drone's PID controllers to improve responsiveness.
  • Fixed an issue with the Drone's altitude changing behaviour which made smooth changes difficult.
  • Joystick input is now directly tied to Drone angle in angled mode for better control.
  • Reduced braking behaviour in Drone angled mode to allow smoother flying.
  • The "Lock" option on the camera is no longer incorrectly reset when using Drone FPV mode.
  • You can no longer keep holding the viewfinder after entering FPV mode.
  • You can no longer hover-select your own Drone.
  • Changed "Audio from Camera" for Drone to update the listener's location only while in FPV mode.
  • The drone will no longer get stuck in headpat mode.
    • Although it sure would like to.
  • Closing your Action Menu now works correctly while in Drone FPV mode.
  • Legacy Input for drones now takes priority over top of other input methods. Once used, it will take over until either the associated controller is unplugged or the drone has been put away.
  • Legacy Input for drones no longer jitters on/off rapidly while in VR, or while any other input methods are active.
  • Fixed a typo in the tooltip for the "Drone" safety option.

Known Issues

  • On Quest, Dolly points may appear rotated or on the loading screen.
  • When flying the Drone in FPV mode with "Audio from Camera" enabled, voices of players far away from where your avatar is standing may not be audible under certain circumstances.
distant relic
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<@&503009384968749076>

Did you think we forgot about your super special open-beta changelog after going live? Because we did, sorry. But here it is, just a tad late!

These are all changes that were added to 1606, which just shipped live, since yesterday's release candidate build.

Fixes & Changes

  • Fixed --watch-avatars not automatically reloading into new versions of test avatars.
  • Fixed voice audio cutting out at certain distance when using the "Audio from Camera" feature.
  • Fixed a bug where camera dolly points were sometimes visible during the loading screen on Quest.
  • Fixed the Dolly callout appearing incorrectly on the Drone controller, or when in portrait mode, and removed the Dolly callout on Android Mobile.
  • Fixed an issue where the "Audio from Camera" mode could engage on the Drone in non-FPV mode.
  • Minor security change related to Texture2D.blackTexture and similar internal textures.
    • Udon access to those will now be redirected to equivalent copies that reset on world change.

Known Issue

  • Avatar Pedestal images may have slight visual artifacts on some platforms.
median moss
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<@&503009384968749076>

It's been a little while, huh? Here's an update to our Steam Audio open beta! There's sure to be more issues to find and we're still working on a number of them, but here's some progress.

To opt in, find it on Steam under the branch name steam-audio-beta.

As a reminder: For now, this Open Beta is only on PC, but that may change in the future!

Please direct your feedback and bug reports to our dedicated Canny board!

Fixes & Changes

  • Fixed an issue where 2D-blended audio sources with Enable Spatialization selected on the VRC Spatial Audio Source wouldn't attenuate with distance like ONSP.
    • This resulted in SOME SOUNDS BEING WAY LOUDER THAN THEY WERE SUPPOSED TO BE AND AUDIBLE EVERYWHERE. LOUD NOISES.
  • We've had to turn doppler back off for now. It defaults on, and a lot of content doesn't bother adjusting for it because it was disabled anyway. We've found a number of cases where it just breaks experiences, so we need it to default to being off, and make some decisions about how we want to reintroduce it.
    • As noted during the launch of the open beta, this was experimental and the way it's implemented would probably change. This is the changing part. I want my doppler back, too.
    • It might be a bit before this comes back in a supported capacity.
    • It's turned off in a slightly different way than before. It's possible it'll still show up in unwanted places, so let us know if you find any cases of this.
  • Fixed an issue where, regardless of the far value set via SetVoiceDistanceFar in Udon, player voices would only transmit a max of about 40 meters.
    • This also fixes some cases where things like radio systems in vehicles weren't working.
  • Fixed an issue where Logarithmic and Linear options for volume rolloff on audio sources when using Use Audio Source Volume Curve on the VRC Spatial Audio Source component sometimes weren't being respected.
  • Fixed an issue where per-user voice volume controls weren't working in some worlds.
    • This turned out to be an issue with certain values being reset to their defaults when worlds would alter player voice properties, often for things like audio zones.
      • This likely fixed a lot of other world-specific player voice issues, as well.
      • It might be more accurate to say that we fixed an issue with Udon Player API calls resetting voice properties that fixed per-user voice volume controls in some worlds, but I've written myself into a corner now.
  • Fixed an issue where Volumetric Radius compensation for minimum and maximum distances for audio sources wasn't being applied.
median moss
#

<@&503009384968749076>

Let's get right to it, have a go at VRChat 2025.2.1, build 1621!

You may notice that these patch notes are shorter than some of our latest ones - there's a lot of changes under the hood this cycle. Some of these you may see reflected in an upcoming SDK release 👀

As always, leave your feedback here on the Open Beta Canny. Don't just shout into the void! please...

Features

Profile Refresh & Pronouns

Profile Editing got a refresh and we added a new field: Pronouns!

There is now a new "Edit Profile" button on your personal profile page. You can edit your profile picture, icon, bio, links, languages, and pronouns.

The new pronouns field has also been added to player nameplates. Don't want yours to show? Leave them "Unlisted."

VRRat uses he/him, if you're curious.

Changes & Fixes

  • Made some changes to how instance settings are presented based on feedback:
    • We've removed the extra step to change instance settings when creating a new instance. You can still change them from the Quick Menu's "Here" tab after you've entered your new instance.
    • Changed how the Emojis and Stickers options in the action menu appear while in an instance with those settings disabled.
  • Fixes have been made to PhysBones to address jitter that was introduced in 2025.1.3.
    • These changes affected many avatars, but were most noticeable on a few skirt setups as well as long flow bones like flow toys. These changes also address an underlying jitter issue that were present in older versions but only under high framerate situations, greater then 60fps.
    • Please test your PhysBone creations and report any new or unfixed issues!
  • Added more options to control the Drone's FPV screen movement in VR: Slow move, static, and head lock.
  • Fixed VRChat aim and look-at constraints calculating incorrect offsets in some specific situations with the component active and the offset unlocked.
  • Added an option to completely disable output logging.
  • Improved reliability of avatar download prioritization.
  • Improved behaviour for choosing which hand has the "active" cursor, for example while the Quick Menu is open, or while holding pickups.
  • Fixed sharing pedestals sometimes showing scrambled or corrupt images when device memory is low.
  • Fixed UI state issues when switching into a local avatar.
  • Fixed processing dialog sometimes remaining after purchasing a VRC+ subscription.
  • Improved latency of voice and IK after teleporting long distances, or when Udon changes voice ranges.
  • StringLoading will no longer cause a hitch when loading large non-string data.
    • Accessing Result will still convert the data to a string via Encoding.UTF8.GetString and may stutter, but using ResultBytes will not.
  • Fixed VRCObjectSync not setting the gravity/kinematic states of the attached rigidbody if these are changed via Udon as soon as the game object is enabled.

Camera Dolly Fixes

  • Added an option for Camera Dolly points to stay visible while playing an animation. Points will not be visible to the camera.
  • Fixed Look-At-Me constraint not being applied to Camera Dolly multi-stream cameras.
  • Fixed Camera Dolly animations in portrait looking skewed.
  • Added an option to export animations relative to the world origin (previously the default behaviour) or relative to yourself (local).

Known Issues

  • Your Drone configuration may be reset when coming from a previous build.
wise furnace
#

Henlo! ^^

The steam-audio-beta branch has been updated to match 2025.2.1. No further changes at this time.

Enjoy, and keep reporting any issues you find on the dedicated feedback board!

wise furnace
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<@&503009384968749076>

If you are reading this, I told Flare to put a joke here and they didn't.

Anyway, new update! VRChat 2025.2.1, build 1622 is here and brings a good amount of fixes for you.

As usual, report any issues on our open-beta feedback board.

Fixes & Changes

  • Fixed an issue that would cause other players to sometimes not appear, or with great delay.
    • We are not 100% certain our fix catches all the edge-cases here - if you are experiencing this issue and you are sure you're on the 1622 build, please report so on this canny! 🙏
  • Changed the minimum and maximum font size of pronouns on the nameplate to be in line with other elements.
  • Custom pronouns will now be hidden from nameplates while in streamer mode.
  • Fixed a bug that would result in the platform tag on nameplates appearing collapsed.
  • Fixed a regression that made the movement of PhysBones using Immobile different then expected.
  • Fixed a regression causing particle systems on avatars to sometimes start playing when they shouldn't.
  • Optimized some internal network usage.
  • Safety and Security fixes. Love to see it.
wise furnace
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<@&503009384968749076>

Hey all - special note today! We have deployed a server-side fix for 2 issues affecting the open-beta and steam-audio-beta branches.

Note that these will only come into effect in newly instances created, existing instances may still exhibit these issues.

Fixes & Changes

  • Fixed an issue where voice audio from beta users was sometimes not transmitted.
  • Fixed Build & Test not working on beta versions.
wise furnace
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<@&1145797715725385809>

Hello, happy [timezone], and good tidings! Have a little (big?) Easter egg.

SDK Beta Version 3.8.1-beta.1 exposes several new VRChat-specific classes to Udon, including Camera access and Network Debug Stats, and adds Build & Test for iOS. It also fixes several UI issues in the SDK Control Panel.

⚠️ Certain features will require VRChat client version 2025.2.1 or higher to function! Use the open-beta branch to test. ⚠️

Please report any issues on our open-beta feedback board!

You can also check out the full changelog on our SDK beta docs!

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New Features

  • Added Build & Test support for iOS.
  • You can now specify per-platform versions of the avatar to be used during multi-platform build & publish
    • Full documentation for this feature, including public API, is available here.
  • Exposed Screen and Photo Camera objects to Udon via appropriate wrapper classes.
    • Check out the documentation here and here!
    • Also exposes certain quality settings, including shadow distance, to Udon.
    • Includes 2 new events, OnVRCCameraSettingsChanged and OnVRCQualitySettingsChanged, for when the local user changes camera or quality settings, documented here.
  • Added several Udon interfaces to access network debug information.
    • These are meant for advanced Udon networking creators. Check the full documentation here.
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Fixes & Changes

  • Fixed the "Alerts" section not updating after docking the SDK Build panel and switching tabs.
  • Fixed an issue where failing to build a world bundle could result in uploading a previous bundle (e.g. a bundle for a different platform).
  • Slightly changed how default scale factors are assigned when adding new targets to a VRCHeadChop component.
    • The component will now copy the weight from the previous target in the list. This change has been made to improve support for user made tools that assign scale factors from code.
  • Fixed VRChat aim and look-at constraints calculating incorrect offsets in some specific situations with the component active and the offset unlocked.
  • The Avatar SDK no longer blocks the build button due to validation errors.
    • The builds will still fail if validations do not pass after all the avatar processing callbacks finish.
  • SDK no longer becomes unresponsive when encountering API issues during thumbnail and content info updates.
  • SDK no longer gets stuck in a disabled state when attempting to save changes when the content name is empty.
  • Includes PhysBone fixes and changes up to VRChat client 2025.2.1, build 1622.
median moss
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<@&503009384968749076>

Have you seen the new update? It's on Tubu. It's literally on Heebee. A Pheebo original. It's on Poob. You can download it on Poob. Go get the update on Poob. Poob has it for you.

...or just make sure to update your Steam open-beta and Meta OpenBeta branches. They now contain VRChat 2025.2.1, build 1623, which is getting close to being a release candidate - close!

This release is scheduled to reach live next week, and will become network-incompatible in doing so. This build is still network compatible! Read our dev update for more details!

Keep reporting any issues you encounter on our open-beta feedback board please!

Fixes & Changes

  • Fixed player voices sometimes not transmitting, once again.
    • As before, this fix will only apply in newly opened instances. Please wait a day before reporting this issue still occurring!
  • "Do Not Disturb" no longer auto-declines incoming friend requests.
    • Instead, they are delivered quietly to the "Friend Requests" inbox.
  • User notes and pronouns can now be edited by clicking on them on the user profile.
  • Increased minimum pronouns text size on nameplates to improve readability on lower-resolution devices.
  • Fixed remote camera positions not syncing.
  • Fixed "Audio from Camera" mode incorrectly changing listener radius based on avatar scale.
  • Fixed an issue where Quest devices couldn't use all intended microphone modes ("Toggle", "Always On").
  • Fixed HUD sometimes becoming invisible in worlds with Occlusion Culling enabled.
  • Fixed a memory crash with certain avatars using PhysBone collisions.
  • Fixed crash that could happen when traveling extremely far distances, usually from a teleport, while wearing an avatar with PhysBones.
  • Restored a log entry related to avatar switching used by some community-made tools.
  • Fixed a regression in world load times on non-PC platforms.

Post about the current Open Beta. Post logs to Gist/Pastebin! One item per post!

Non-constructive and off-topic posts will be moved or deleted.

distant relic
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<@&503009384968749076>

IT IS I, STRASZ, RETURNED FROM POOB WITH IT FOR YOU.

As we're gearing up to ship 2025.2.1 to live this week, something a little special today.

Steam branch gaslighting contains a potential fix for the still existing "cannot see other users / late joiners" bug (canny here). If you have been experiencing this bug, please try opting into that branch and report if it is fixed!

For time reasons, this build has not received our usual full test suite, and hence won't be published to the regular open-beta branch or Quest. It is still network compatible however!

distant relic
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<@&503009384968749076>

Here's the special sauce for all you beta testers! Listed below are changes between 2025.2.1, build 1626, which just went live on all platforms, and 1623, the latest open-beta version.

Reminder that this update is network-incompatible, including to older beta builds!

Fixes & Changes

  • Fixed an issue where late joiners would sometimes not appear under heavy network load (the "gaslighting bug").
    • Thanks for your help testing on the gaslighting branch! We will close it now since it will become incompatible. Or maybe it never existed in the first place.
  • Fixed "Purchase VRChat Credits" menu not opening when trying to make a purchase with not enough credits.
  • Fixed a visual glitch on the user icon in the new "Edit Profile" dialog.
  • Improved corner-rounding on several assets, including sidebar elements and desktop loading screen thumbnails.
  • Fixed a regression in the culling fix for VR headsets with canted displays.
  • Improved stability when previewing certain Quest avatars in the menu.
  • reserved layers can no longer have their layer culling distance modified via VRCCameraSettings.
  • Improved the hip/height positioning of other user's avatars when they are locally wearing a different avatar than what you see.
    • This happens when you are seeing a fallback for example.
  • Several internal network optimizations.
    • Observed behaviour for users and creators (in Udon) should not change. Please open a bug report if you encounter any differences or problems!
    • This includes a full rework of how SendCustomNetworkEvent works internally, which is a pre-requisite for Udon Events with Parameters (check our dev update for more). For existing content, you may notice slightly improved throughput or latency, but otherwise full compatibility should be maintained.

Give feedback to the VRChat team so we can make more informed product decisions. Powered by Canny.

distant relic
#

<@&503009384968749076> <@&1145797715725385809>

Here's a BIG update to the ongoing SDK beta: Version 3.8.1-beta.2 brings you Udon network events with parameters, and several fixes to the avatar upload flow!

Read the full changelog for SDK 3.8.1 here.

As a reminder, the previous version 3.8.1-beta.1 included new VRChat-specific classes for Udon (including Camera access and Network Debug Stats), introduced per-platform overrides for avatars, and added Build & Test for iOS.

Udon Network Events with Parameters

Please read the extensive network events documentation for details! It includes several examples, network specifications for events, explanations around rate limiting, detailed notes on backward compatibility and security notes.

TL;DR: You can now specify up to 8 parameters on custom network events sent via SendCustomNetworkEvent. All types supported by Udon Sync work. In UdonSharp, you need to use the new [NetworkCallable] attribute. Your existing Udon scripts will continue to work without any changes.

  • Added [NetworkCallable] attribute to UdonSharp, and extended the Udon Graph UI for the Custom Event node to allow parameters to be added.
    • Optionally takes a rate limit parameter, defaulting to 5 per second, per event (max 100 per second). Check out the docs on rate-limiting.
  • Added NetworkEventTarget.Others, which acts similarly to All but excludes the sender from receiving their own event.
  • Added NetworkEventTarget.Self, which bypasses rate limits and can be used to send local events with parameters.
  • Added functions NetworkCalling.GetQueuedEvents and NetworkCalling.GetAllQueuedEvents to monitor outgoing event queues (useful when working with rate-limiting).
  • Added VRCPlayerApi NetworkCalling.CallingPlayer { get; } to get the sender of any event (including legacy ones!) while inside a function triggered remotely.
    • Includes bool NetworkCalling.InNetworkCall { get; } as a shortcut for Utilities.IsValid(NetworkCalling.CallingPlayer).

Changes & Fixes

  • The copyright ownership confirmation modal has been moved to appear right after clicking "Build & Publish" instead of before upload.
  • Clicking "Build & Publish" on an avatar that has per-platform overrides set up will now use the override even without multiple platforms being selected.
  • Avatars with per-platform overrides configured now show a blue badge 🔵 near the "⋮" button of the avatar selector.
  • Moved PerPlatformOverrides code into the VRC.SDK3A.Editor assembly. This avoids breaking changes made in 3.8.1-beta.1.
    • Updated the documentation to reflect the revised API for getting and setting per-platform avatar overrides.
    • See this canny for details.
  • Fixed a case where the content blueprint ID could get cleared when BuildAndUpload is called right after switching Scenes.
  • Reserved layers can no longer have their culling distance modified via VRCCameraSettings.LayerCullDistances.
distant relic
#

<@&503009384968749076>

Just a brief note for the Steam Audio branch -- we've pushed an update that brings it in-line with the live version (2025.2.1p2) of VRChat.

Updates have been a bit quiet, as we're working on a larger issue. But progress is being made!

Here are some additional notes, though:

Fixes & Changes

  • HRTF interpolation on world audio sources has been improved.
    • You might have noticed that sometimes, as you turn your head or move around relative to an audio source in a world, it sounds like there are abrupt changes in spatialization. This should be considerably smoother now.
distant relic
#

<@&503009384968749076> <@&1145797715725385809>

We can't keep getting away with this. Someone stop us. We're shipping too many big features in this SDK.

Version 3.8.1-beta.3 is now available and adds the mobile-compatible Toon Standard shader!

And, of course, this update also includes Network Events with Parameters, Udon Camera Access, Network Debug Stats, Per-Platform Overrides for Avatars, and Build & Test for iOS from the previous beta release.

Read the full changelog here.

Features & Changes in 3.8.1-beta.3

  • Added the Toon Standard shader, available as VRChat/Mobile/Toon Standard!
    • This is a full-featured toon shader that is compatible with mobile versions of VRChat. It can be used on PC, Android and iOS.
    • It comes with many highly requested features that you may know from community-made PC shaders. For example:
      • Custom shadow ramps with configurable toon-style shading
      • Detail maps with selectable UV channel and render mode
      • Packable Metallic, Gloss and Occlusion maps
      • Configurable backface culling
      • Animatable hue shift effect
      • Matcap support, additive and multiplicative
      • Rim lighting
    • The focus of this shader is on performance, which means the feature set is limited. Transparency is not supported.
    • There is also a Toon Standard (Outline) variant that is PC-only. Uploading an avatar with the outline variant to a non-PC platform will automatically fall back to the non-outline variant.
    • You can select Toon Standard as a PC fallback shader by specifying toonstandard or toonstandardoutline as the VRCFallback tag, making it opt-in.
  • The SDK no longer gets stuck on "Building Avatar" when building many avatars consecutively.
distant relic
#

<@&503009384968749076> <@&1145797715725385809>

Following up with the 2025.2.1p3 live release, here is SDK version 3.8.1-beta.4, bringing a substantial set of updates for the Toon Standard shader!

Note that the live version of VRChat will use this update of the shader, so avatars uploaded previously or going forward with the old SDK 3.8.1-beta.3 may appear incorrect in-game. While we are getting closer to finalizing Toon Standard, as long as the SDK is in beta there may be further breakages.

Check out the full changelog of what's in 3.8.1 here!

Fixes & Changes

  • New features for Toon Standard based on your feedback!
    • Added toggleable vertex color support.
    • Added MultiplyX2 detail map mode, similar to Standard Lite.
    • Removed Mask detail map mode. Instead, all modes now apply the mask texture.
      • The detail mask is now also applied to the detail normal map.
    • Added Hue Shift slider for emission, as well as a Hue Shift Mask affecting all 3 sliders.
      • Hue Shift is now a toggleable feature that can be turned off to improve performance if unused.
    • All mask textures can now select which color channel they use. You can configure this by clicking the > arrow to the left of each texture slot.
      • By default, the setup matches Standard Lite, just like in beta.3.
    • Removed Anisotropy slider and switched Specular implementation to regular isotropic GGX.
      • The anisotropic mode caused more confusion than it helped and had a non-insignificant performance overhead. If you have a specific use-case you consider important that requires this, let us know on our Feedback board.
    • Added Albedo Tint slider for Rim light.
    • Light clamping is now applied on direct and indirect lighting together, instead of individually, and can be toggled on or off via the "Limit Brightness" option.
    • Also fixed a couple of bugs:
      • Switching to a built-in Shadow Ramp now resets Scale/Offset properly.
      • Selecting multiple materials using Toon Standard at once no longer resets their Shadow Ramp setting.
      • Detail and Emission maps no longer appear pixelated at high Scale/Offset values on certain hardware.
      • Matcaps in Multiplicative mode now apply correctly to additional lights in the ADD pass.
distant relic
#

<@&503009384968749076>

Avatar Marketplace is now in Open Beta! We said it would be Soon™️ and we meant it.

This Open Beta update is VRChat 2025.2.2, build 1642.

But hey! That's not all. There are a few other fixes/changes in this one, too.

As usual, the full notes can be found here.

Features

Avatar Marketplace

Avatar Marketplace is now in Open Beta!

The Avatar Marketplace is a brand-new feature that lets you buy avatars from within VRChat. Simply open up your Avatars tab and click “Explore.” You can browse through a bunch of high-quality avatars, uploaded by VRChat creators.

See an avatar you like? Click it – try it on! Like what you see? Cool – buy it with VRChat Credits and now it’s yours!

The Avatar Marketplace is a big system with a lot of moving parts. We strongly suggest you watch our announcement video, where we talk about it more.

Prefer to read? Then click here instead!

Find a bug with the Avatar Marketplace? You can post it here ! Anything unrelated to the marketplace should go to our open-beta feedback board as usual.

Coming soon: the ability to buy and sell avatars from within VRChat!

0:00 Intro
0:48 Introducing the Avatar Marketplace
1:58 More Options, More Flexibility
3:11 Selling on the Marketplace
3:56 What's Coming Next
4:47 Wrapping Things Up

Find out more here: https://ask.vrchat.com/t/announcing-the-avatar-marketplace/43554
FAQ for Creators: https:...

▶ Play video

Give feedback to the VRChat team so we can make more informed product decisions. Powered by Canny.

Post about the current Open Beta. Post logs to Gist/Pastebin! One item per post!

Non-constructive and off-topic posts will be moved or deleted.

#

Changes & Fixes

  • World downloads are now triggered earlier than they were previously.
    • A side effect of this is that you might see the loading bar already partially filled as you travel to a new world!
  • Fixed a bug causing increased "Server Processing" delay when loading avatars.
  • Fixed an edge case that could cause avatar particles to start spinning in mirror reflections only.
    • Sorry. You, in particular, were haunted. We took care of it.
  • We've updated our platform indicators! All across the UI, you've likely seen our "Venn Diagram" style platform indicators that show which avatars and worlds are available for each platform. These icons have now been updated to three discrete platform icons for Windows, Android and iOS respectively.
  • Fixed Main Menu World panels from resetting their scroll position after you switched menu pages.
  • Increased resolution on product thumbnails in Create Economy listings.
  • The purchase button for Creator Economy listings will now properly read "Unavailable" instead of "Owned" when all products in a listing are unavailable.
  • Updated some loading screen tooltips.
  • Other users will no longer appear to float in the air (or sink into the floor) when wearing a locally built avatar that others cannot see.
    • Instead, their height will be adjusted to match the avatar they are testing.
  • Fixed the "Edit Message" dialog always reading zero minutes left if you try to edit a response message that's been edited recently.
  • Fixed an issue where humanoid avatars with nested armatures would not have animations played on them when viewed by another user. This kind of setup will be discouraged in a future Avatars SDK release.
  • Fixed the DownloadImage() method in VRCImageDownloader throwing an exception when called from UdonSharp with no event receiver.
median moss
#

Non-pinging Open Beta announce!

We have a new version of the VRChat Home World to visit! (We debuted this version of the Home world on stream last Friday!)
https://vrchat.com/home/world/wrld_dcea41a7-d0ae-4daf-8edb-1b42f3588d02/info
it has an updated Avatar Mirror Area with Listings from the Avatar Marketplace.
Clicking on the Thumbnail will open your menu to that listing.

Full changelog:

  • Moved Avatar Mirror Area closer to spawn
  • Added Avatar Marketplace Mirror Listings
  • Moved Featured Portal to back wall
  • Moved Music Player close to spawn
  • Moved most Home world elements to a Trim Sheet for more efficient texture usage
  • Added VINES!

Note that this is a SEPARATE ID (we're not replacing the Default Home until Avatar Marketplace is on live!)

distant relic
#

<@&503009384968749076>

Gather round people, here is the first round of fixes for the Avatar Marketplace beta! This is build 1643.

We are still taking in and discussing some of the larger pieces of feedback, they're not forgotten -- this initial patch focuses on higher priority bug fixes first.

As before, drop any feedback and bug reports related the Avatar Marketplace on the dedicated board, and everything else on the regular open-beta feedback board.

Fixes & Changes

  • Fixed a case where Marketplace avatars would not show their price in the menu if someone else used that avatar in the same instance.
  • Fixed an issue that caused avatar gallery images to have the wrong order.
  • Fixed a bug where switching accounts could leave you stuck in the loading avatar.
  • Fixed an invisible copy of the Quick Menu remaining clickable when opening the camera by double-clicking the corresponding tab.
  • Fixed an issue that could cause crashes when certain webcam drivers were installed.
  • Fixed portal platform icons clipping into the Community Labs icon when viewed from the back.
  • Fixed text spacing when prompting users to accept Tilia ToS.
  • Added a yellow one-time callout for the Avatar Marketplace to the Quick Menu.
  • Somnium VR-1 headsets now use the experimental pixel shifting HUD, similar to the Bigscreen Beyond.
  • Toon Standard shader fixes:
    • Improved specular stability on mobile devices, which should help reduce bright flashes/"sparkles".
    • Toon Standard (Outline) now correctly falls back to regular Toon Standard on mobile devices.
distant relic
#

<@&503009384968749076>

We are rapidly approaching a live release, please go test this next iteration of VRChat 2025.2.2, build 1645! Some good changes, we think. Hopefully you think so too.

As before, drop any feedback and bug reports related the Avatar Marketplace on the dedicated board, and everything else on the regular open-beta feedback board.

Changes & Fixes

  • Improved memory usage on Quest and other Android platforms. This should fix crashes introduced in 2025.2.2.
  • Sorting has been added back to lists found within the "My Avatars" tab.
    • Your selected sort method will now be saved.
    • Sorting avatar lists by "Date Added" will provide more accurate results, even compared to live.
    • The default sort for "Recently Used" avatars has been set to... uh, Recently Used.
  • Sorting options have also been added to Avatar Marketplace when you open the "View All" page.
    • This includes a "Default" option which lists avatars in a particular order (alphabetical, random, etc).
  • Several fixes to avatar favorites:
    • Avatars can once again be moved out of VRC+ favorite lists even if you are no longer a VRC+ subscriber.
    • Fixed some edge-cases in the UI shown for favorited avatars that were deleted, disabled or made private (when previously public). For example, showing the relevant warning message in the top yellow banner.
    • Unavailable avatars can now also be unfavorited again.
  • Scroll-reset has been added to the new Avatar pages. You can now click the top of the menu to return to the start of the current page, like on other parts of our UI.
  • The Main Menu's "Marketplace" tab now also displays select featured avatars from the Avatar Marketplace.
  • Improved scale of Impostors when viewed in the Main Menu.
    • We have similar improvements for regular avatar previews coming too!
  • The "Try Avatar" button is no longer disabled when opening the details page by clicking on another user.
  • Prevented the red feature indicator dot from getting stuck on the Avatar Marketplace Explore tab.
    • It needed some convincing.
  • Adjusted some button colors to be more visibly clickable.

Known Issues

  • Sort mode on the "Recently Used" page is overwritten if the User changes sorting on a different list.
  • Showing the impostor on the "Avatar Details" page incorrectly hides some UI elements.
distant relic
#

<@&503009384968749076>

Have you experienced crashing on the last open-beta build? Call us at 555-VRCHAT-HELP, you may be entitled to financial compensation. (this is a joke, please don't sue us)

Either way, today we have 2025.2.2, build 1647 for you - it should hopefully address the crashing and also bring you a few more nice things!

As before, drop any feedback and bug reports related the Avatar Marketplace on the dedicated board, and everything else on the regular open-beta feedback board.

Fixes & Changes

  • Fixed a regression introduced in 1645 that could cause frequent crashes on some systems.
  • Improved scaling of avatars in the menu preview panel.
  • Fixed certain UI elements in the avatar details page getting removed when displaying an impostor.
  • Fixed an incorrect UI state in the Quick Menu when selecting a user who is currently shown as an impostor.
  • Fixed user cells on the "All" tab of the search results page not being clickable.
  • Fixed distance-hidden fallback avatars showing a white square on the nameplate.
  • Platform icons above portals no longer have Android & iOS icons in the wrong order compared to the rest of the UI.
    • Shoutout to the canny user who noticed this within 2 hours and even provided a hand-made graphic to show where it was inconsistent. That's what we call detail-oriented 🫡
  • Due to a Unity bug, the API to enable LayerCullSpherical via VRCCameraSettings is temporarily disabled in Udon. Your scripts will remain working, but the value won't be set on the underlying Camera object.
    • This will fix chatboxes disappearing in a few worlds that tried to make use of this before.
distant relic
#

<@&503009384968749076>

I know you were waiting for this. I know you real good. Here's the changelog between 1647, the previous open-beta build, and 1648, now live!

As usual, the open-beta branch will stay open but contain the same build as live until we announce the next beta. Stay tuned!

Fixes & Changes

  • Fixed some checkboxes and radio buttons using inverted styles.
    • No, you didn't have all-but-one microphone active at once. Could you imagine?
  • Avatar names on the Marketplace tab no longer disappear when the author's name is too long.
  • Updated the message shown when hovering an avatar in a locked VRChat+ list.
  • Fixed the avatar preview panel showing your equipped avatar instead of the one you are trying to preview when rapidly trying on avatars.
distant relic
#

<@&503009384968749076>

We're back! This beta is VRChat 2025.2.3, build 1660.

Drop your feedback on the open-beta board 👇

Full change log can be found here!

Features

Inventory

Introducing the Inventory!

This is a system-level change that should make managing Emoji, Stickers, and more a lot easier! This includes:

  • The ability to customize your Action Menu, binding Emoji/Stickers to individual slots.
  • An increase in Emoji/Sticker slots!
    • We doubled them.
      • You now have 18. (Of each.)
  • Stickers are no longer a VRC+ feature -- they're available to everyone!
    • Custom Stickers are still a VRC+ feature, however.
  • A new "Inventory" menu that contains all of your Stickers, Emoji, and more.
    • You can find it via the "Chest" button on the top row of the Main Menu, or from the tab on your profile.
  • Content Drops!
    • We're going to be bringing seasonal drops to VRChat!
    • These will contain special Stickers and Emoji... and maybe something else. 👀
      • We've made our Stickers a little... fancier.
    • You might've noticed that we previously were changing the default Stickers to be seasonal... well, people got sad when they changed back and we thought, why not let them keep 'em?
      • So now you can!
    • No, these aren't "loot boxes."

As a heads up, Emoji/Stickers are not network compatible. That means they won't line up (or appear at all) for folks between Open Beta and Live. Also, because of API Magic ™️, you'll notice that on the website, you'll be able to add up to 18 Stickers/Emoji... but you'll still only see the last 9 if you're not on the Open Beta VRChat client. Beware!

Changes & Fixes

  • Fixed a bug that caused the wrong avatar to load locally when switching avatars rapidly.
  • Improved the styling of avatar category titles within the side panel of the Avatars menu.
  • Avatar Marketplace product details can now be viewed directly within the Marketplace tab without needing to move to the Avatars tab.
  • Fixed header scroll reset functionality on the new Avatars page. Click on the dead space around the navigation header buttons to quickly scroll back up to the top of the page.
  • Fixed images not being flipped when taking pictures with the camera after clicking the Flip button. The Flip button should now also show an alternate icon if the camera Anchor isn't set to Default, in order to better highlight that the Flip button behaves differently based on the set Anchor.

Known Issues

  • Names of friends in the Quick Menu "Here" tab are missing the yellow color.
distant relic
#

<@&503009384968749076>

We've got a new Open Beta version for you! Release 2025.2.3, build 1661.

Everything is completely normal about this update.

Features

  • REFERENCE CUBE
    • [REDACTED]
    • Soon.

Changes & Fixes

  • Friends are now colored properly in the Quick Menu.
  • Fixed an issue that was preventing theme colors from affecting specific parts of the Quick Menu.
  • Fixed an issue that could cause a player's position to desync while using certain Impostors.
  • Fixed Camera Dolly nodes not being cleaned up correctly when using multi-stream.
  • Fixed an issue that was bringing users to the incorrect Inventory page from the Action Menu.
    • This issue also prevented some Bundles from being claimed.
  • Some Marketplace avatars were appearing too large in the UI immediately after they were purchased. We shrunk them down.
distant relic
#

Non-pinging update!

Just wanted to make world creators aware of this page in our documentation, detailing how Items work in worlds.

Users in your world can spawn items, which are tools, toys, and gadgets that enhance the user's experience. It's important to prepare your world for the existence of items.

distant relic
#

<@&503009384968749076> <@&1145797715725385809>

It's SDK o'clock!

SDK version 3.8.2-beta.1 brings a spawn radius setting to worlds, matches the new Items Unity layer to the VRChat client, and fixes several issues.

This changelog is also available on our dedicated open-beta SDK docs!

Drop any feedback on our open-beta board.

Fixes & Changes

For World Creators

  • The reserved3 Unity layer has been renamed to Item, and is now set up in the physics collision matrix to match the VRChat client (items only collide with other items).
  • Worlds now support a spawn radius for players!
    • The SDK now lets you define a circular Spawn Radius in the scene descriptor component. The radius applies to all spawn points, and the editor visualizes the radius when you select a spawn point in the scene view.
    • The spawn radius defaults to 0.2m for new worlds (as defined in the default VRC world scene template).
    • Players spawn randomly within this radius. New and existing worlds where the radius is set to 0 continue to work as before, with players spawning at the exact spawn point.
  • Fixed the DownloadImage() method in VRCImageDownloader throwing an exception when called from Udon Sharp with no event receiver.
  • Fixed VRCObjectPool's StartPositions and StartRotations showing as exposed in the Udon class exposure tree window.
  • Fixed ClientSim not letting you enter Play Mode without a Scene Descriptor.

For Avatar Creators

  • You can now edit avatar tags in the SDK.
  • Added a validation error that prevents a humanoid avatar from being uploaded if it has a nested armature.
    • "Nested armature" means the root of the armature is not a direct child of the GameObject containing the avatar's animator. Avatars set up this way have previously not had animations play for other users when seen in VRChat.
    • This is not a supported configuration.
  • Opening the VRChat SDK Builder Panel no longer creates an empty "VRC Per-Platform Overrides" component.
  • When all per-platform overrides are removed from an avatar, the "VRC Per-Platform Overrides" component will now be removed as well.

Known Issues

  • The VRC Avatar Pedestal component will incorrectly warn about using certain avatar IDs. This will be fixed before we ship this release to live.
cedar bane
#

<@&1145797715725385809>

We've just released an Open Beta version of the Creator Companion. This release is focused on quality-of-life improvements and bugfixes.

Full release notes: 2.5.0-beta.1 Release

Download and Use

We distribute Portable versions of the VCC for testing, meaning you can unzip and run them anywhere so they don't affect your main install.
Direct Download of Portable VCC Version: VCC Portable 2.5.0 beta 1.

New Features

  • You can now add Unity Editor launch parameters in the Creator Companion.
  • You can now open package changelog links from the Creator Companion.

Changes

  • The Creator Companion creates backups of the settings and project database files on launch.
  • The "Selected Repos" list is now saved in the settings.json file instead of the VCC window.
  • The repository caching has been reworked, which resulted in major performance improvements for package management.
  • Updated included project templates to use the latest version of the VRChat SDK.

Bugfixes

  • The Creator Companion no longer saves an incorrect window position and size when minimized.
  • The Creator Companion's folder picker now opens the user's Home or Documents folder when creating or adding a project if the previously opened path does not exist.
  • The Creator Companion no longer loses the Onboarding Completion state, forcing users to see first-time onboarding every time they open the VCC.
  • Packages that exist in multiple repositories no longer show non-existent versions in the "Available Versions" dropdown.

Feedback

Please report issues to the Creator Companion repo on GitHub.

distant relic
#

<@&503009384968749076>

This is the beta where we say "It's CUBEing time" and then CUBEd all over. Build 1662, to be precise.

As usual, drop your feedback on our open-beta canny board.

REFERENCE CUBE

  • It now listens.

Fixes & Changes

  • "Forced Camera Near Distance" no longer resets between world switches or client restarts.
  • Fixed an issue that sometimes caused travel to fail, sending you back home instead.
  • Fixed regressions related to stations misbehaving in some worlds.
  • Fixed color of the VRC+ gifting button on the profile page.
  • Impostors have been given a slight minimum brightness level.
    • This improves consistency with the majority of avatars in worlds with low or poorly calibrated lighting.
  • The "Shield" settings menu now properly reloads avatars when changing specific options for the "Custom" shield level.
  • Fixed a regression that made it impossible to report custom Stickers.
  • Fixed thumbnails of animated Emoji showing spritesheets in client.
  • Fixed an issue that could allow spawning more than one CUBE.
    • Your CUBE is singular. We made sure of that.
  • Archiving an Item, Sticker or Emoji now automatically removes it from your Action Menu and Items despawn if... spawned.
  • Added a "Claiming Bundle" progress spinner after, you guessed it, claiming a bundle.
  • Fixed Emoji wing dropdown not filtering "Exclusive" Emoji.
  • Fixed a bug that caused Custom Emojis to sometimes work without a VRC+ subscription (sorry!).
  • Various corrections to UI layout and tooltips when interacting with the Inventory and placed Items.
  • Updated the sound effect for placing an Item.
  • Fixed a rare case that could make it impossible to open your user camera or place Items if you did so more than 50 times in one instance.
    • Once again, our team asks "why???".
    • this is what QA looks like baybeeeee
      • TESTING
  • Fixed the "Spawn" button for items in the Inventory sometimes remaining enabled in instances where items are turned off or vice versa.
  • The popup dialog for purchase failures now shows more details about the problem encountered.
  • Fix avatar pedestals in the yellow-chevron "Error" state using an incorrect render layer.
  • Avatars will now update constraints before they are scaled to fit in the preview UI.
  • Fixed an edge case where certain shaders utilizing render queues could look different in avatar previews in the menu in comparison to how they look when in use.
  • Fixed alignment of text on Favorites list tabs.
  • Fixed missing labels on Reports menu tabs.
  • Safety & Stability improvements.
distant relic
#

<@&503009384968749076>

RC TIME, it's RC TIME, the RELEASE CANDIDATE is HERE go test the RC it will RELEASE soon it's a CANDIDATE to RELEASE this RC here RELEWAASDS CANDITAADTE

Editor's Note: pi is completely fine.

Build 1663.

Feedback and issues on our open-beta board please!

Fixes & Changicles

  • Fixed an issue causing the World Preloading banner to never reach the "Complete" state.
  • Fixed a regression with Udon sometimes incorrectly blocking access to world objects after calling GetComponentsInChildren, especially on pickups.
  • Updated the app icon for Android Mobile.
    • This is a spoiler, since you can't actually use open-beta on Android, but we wanted to make you jealous of our QA team who gets to see it early.
  • Minor stability improvements.

Known Issues

  • After creating a new animated Emoji it may still appear as a spritesheet in the menu initially.
distant relic
#

<@&503009384968749076>

For the curious, here are the changes included in 1664 compared to yesterday's release candidate (1663)!

Fixes & Changes

  • Mostly fixed thumbnails for animated emoji showing spritesheets. A small chance remains, we'll fix this 100% later.
  • Fixed an edge case that could prevent joining worlds with incorrectly serialized internal behaviors.
distant relic
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<@&503009384968749076>

2025.3.1, build 1674 -- that's right, it's a new Open Beta... and we're just on time. How do we know that?

Calendar, baby. We've got one. Now you do, too.

(Also, a bunch o' fixes. They're listed below.)

You can find the full notes here.

Features

Event Calendar

Introducing the Event Calendar!

We've added a calendar to VRChat for all your Group events! You can access it from the Main Menu. Look for the lil calendar icon in the top right!

Groups can add events to the calendar and they'll show up for everyone who has joined your Group. Likewise, we've added the ability for us (that is, VRChat) to highlight and feature certain events -- meaning that everyone will be able to see them on the calendar.

Likewise, users can click on the calendar to see what is going on! You can add events to your own calendar that you want to go to, so you don't forget about them.

Other cool bits:

  • There's a new Group permission that allows folks to edit/create calendar entries.
  • There are a TON of filters. You can filter out events you don't want to see... or ones you do!
  • You can share an event link doesn't require a VRChat account to view!
    • That means you can easily share events with friends!
  • Events work great on the mobile app!
    • Once the Event Calendar is out of beta, you'll be able to use the mobile app to make sure you're getting notifications for events you don't want to forget!
  • You can export events, so that you can throw 'em on other (non-VRChat) calendars you might be using.

Want to see more? Go check out the Developer Update from last Thursday.

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Changes & Fixes

  • Interactable objects: Pickups, Stations, Udon Interact scripts, are no longer clickable beyond their proximity distance if they are surrounded by trigger colliders.
  • Fixed a bug that caused avatars with world-space constraints to be scaled inconsistently in the menu.
  • Radial puppets no longer snap to incorrect values for remote players shortly after opening them.
  • Added the ability to scroll through multiple available inventory bundles.
  • Updated bundle notification icon actions, making their functionality clearer to users.
    • Added optional explicit SteamVR bindings for grabbing and freezing PhysBones. If you reset your Vive Wand bindings to default, you'll now have the old behavior of trigger-to-grab and grip-to-freeze for PhysBones.
  • Fixed an issue that prevented bundle notifications from being received.
  • "Spawned" message in Items menu now has the correct UI style.
    • This should make it easier to read in more scenarios.
  • Pictures taken with the in-app Camera now have metadata for the author of the photo and the world that it was taken in.
    • This is one we're interested in feedback on. We think this is a good change for when folks ask the inevitable, "Hey, where was that taken?" sort of question(s).
  • The VRC+ menu tab found on both the Quick Menu and Main Menu now only highlight yellow for non-subscribers. Outside of specific campaigns, the VRC+ tabs should now inherit the UI color palette for subscribed users.
  • Fixed an edge case where sending Udon Network Events with more than 1kB of data to NetworkEventTarget.Self would cause subsequent remote targeted events to contain incorrect data.
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  • Fixed a bug that caused some UI sounds to play louder than others.
  • Previously, during low-performance scenarios, avatars would sometimes teleport or animate at 4/5 FPS. This has been fixed.
    • This was especially prevalent on older Quest hardware.
  • Fixed a bug that caused world geometry to be missing from photos taken with the Camera, if it is generated by Udon scripts using VRCGraphics.DrawMeshInstanced().
  • We found a bunch of overflowing localized text. It's fixed!
  • Fixed an issue with overflowing text on Help & Info buttons.
  • Fixed an issue where your avatar would turn into a new, interesting, non-Euclidean shape if you scaled yourself when in ragdoll mode.
  • Speaking of ragdoll mode, you'll no longer get stuck permanently if you open the Main Menu while in ragdoll mode.
  • Fixed a bug that caused the My Avatars menu to sometimes save Sort Order selections incorrectly.
  • Various localization fixes.
  • Server side processing has been added to worlds.
    • This is similar to the processing that is done for avatars, but for... worlds.
      • Unlike avatars, by default you will not encounter the "Server processing" step, instead continuing to load if it has not been processed yet.
      • If you are an advanced user or world creator looking to debug there is a launch argument for force require the world to be processed (like avatars). It is --enforce-world-server-checks.
      • If you have a world which is failing the server side processing, but don't believe it should be, do report it on the Feedback forum or contact support. Please include the world ID, as well as what platform you are on (PC, Quest, etc).
  • Removed the ability for desktop users to select other players when the Camera was open, leading to UI funkiness.
  • The "Other" notification category will now properly catch all notifications that don't fit in the other categories.
  • Fixed a bug that could cause the wrong performance rank for the current platform to appear in Avatar Details, under Performance Breakdown.
  • The client now uses the performance stats determined by Server Processing. This does a better job of calculating VRAM use by detecting Material Swaps, so avatars using that technique may have a different rank in-client.
    • This means that, in some cases, your performance rank might be downgraded.
      • Keep in mind, however, that this is because the information being provided is more accurate, not that our standards have changed.
  • The ToS pop-up now has more space for text.
    • This should make it easier to read.
      • You're totally reading it, right?
  • If a user is unable to purchase VRChat Credits a reason will now be displayed as part of the error alert.
  • Added an option to invert vertical look on game controllers.
  • Fixed an issue that prevented unfavoriting avatars that have been made into AVM avatars or failed security checks.
  • Fix a bug that could sometimes cause UI animations to be skipped after switching tabs.
  • The VRC+ menu tab specifically on the Main Menu now properly expands to it's full height when hovered or selected.
  • Marketplace Avatar Pedestals have been fixed.
    • If you already own the Marketplace avatar displayed on a pedestal, you should immediately change into it after clicking on the pedestal. Otherwise, the Avatar Details page should open to allow you to explore the avatar and its purchase options.
      • Pedestals should work just as they have before for any other type of avatar (i.e., if it's a public avatar, you'll immediately change into it after clicking on the pedestal).
  • The "Switch Into Avatar" button is no longer shown on the transaction complete popup when purchasing a bundle.

Known Issues

  • The Refine Search button on the Events tab of the Search menu is currently not functional.
distant relic
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<@&503009384968749076>

I hope you had us penciled in for an Open beta update today. 📝📆

Open beta 2025.3.1 build 1675 is here, bringing the first batch of calendar fixes to help you manage your increasingly busy social life. Just remember to block out some time for sleep. 🛏️

Fixes & Changes

  • Fixed the Filter button on the Group Events page.
  • Fixed the Refine Search button when searching for public events.
  • Fixed a panel on the Event Details page being too slim in some cases.
  • Renamed the "Join" button to "View Instances" on the events details page to better describe its function.
  • Removed some obsolete performance code that could cause other users' animations to become very choppy.
  • Fixed a couple PhysBone jitter issues, related to gravity falloff and frame timing code.
  • Fixed a bug that caused a long delay while traveling, if "Return to Home" is clicked instead of "Go!"
  • Fixed an issue that sometimes caused portals in worlds to fail with an error.
  • In the Main Menu, the clock has been shifted left to avoid collisions with the navigation buttons in the top-right corner.
  • The Group Activity panel in the Main Menu will be sized properly again when returning there after collapsing its tab bar.
  • There should no longer be a lag spike when opening the Calendar filters.
distant relic
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<@&503009384968749076>

Hey! Small update! The steam-audio-beta build is now up-to-date with the current Open Beta (2025.3.1). Woo! Now you can enjoy both at once. Again.

We'll likely have more changes soon-ish. But hey, for now, you can at least have this! high_five

distant relic
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<@&503009384968749076>

If you were Roman around hoping we had calendar bugfixes for you, you Mayan not have to wait much longer.

Open Beta 2025.3.1 build 1676 is about to have its day.

Fixes & Changes

  • Fixed a regression that prevented some avatars' bones from rotating properly when using PhysBones.
    • This should also address cases of Neck and Head bones not rotating as expected. Like dogs when they have to wear a neck cone. We brought your avatar back from the vet.
  • Added support to the Event Calendar for viewing Group Public instances even if you're not a member.
  • There should no longer be a lag spike when opening the Calendar filters.
  • Fixed a bug that could cause the calendar view and side list to desynchronize.
  • Fixed event searches sometimes not starting after submitting a search term.
  • Fixed the calendar not updating immediately after joining or leaving a group.
  • Fixed a bug that caused the event list to reload and be sorted out of order when cancelling calendar filter changes.
  • Fixed a bug that could cause the added status of events to be forgotten after viewing certain pages.
  • Fixed text collision issues between your username/status and certain clock modes on the Quick Menu.
  • Added a new clock mode: "Days in VRChat"
    • We heard you were running out of space on your wall to keep track yourself.
  • Corrected tooltip text on the Event Details' View Instances button.
rocky marlin
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<@&503009384968749076> vrcPlatformAndroid ATTENTION QUEST USERS

We are aware of an issue on Quest Standalone that gets users stuck in a connection loop. Please make sure to swap off the open-beta branch back to live as a temporary workaround while we investigate!

distant relic
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<@&503009384968749076>

Late night update!

We just pushed build 1677 to Open Beta.

This version fixes the aforementioned issue with Open Beta that was preventing some users from being able to sign in to VRChat.

Thank you for your patience! catsalute

weak raft
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<@&503009384968749076>

It's Thursday, you know what that means!

...it's Thursday! That's what that means. Anyway, here's a beta update.

HA HA ITS ME STRASZ WENT AFK AND NOW I GET TO PUT WHATEVER I WANT HERE

cirnoCatLong0
cirnoCatLong1
cirnoCatLong1
cirnoCatLong1
cirnoCatLong1
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cirnoCatLong2

Open Beta 2025.3.1 build 1678 is here.

Fixes & Changes

  • Changes to EXIF/XMP metadata on photos:
    • The Author field now contains the author's display name, instead of the user ID.
    • Some new vrc-specific fields are now stored (note that the old vrc:World field no longer exists):
      • vrc:AuthorID holds the author's user ID.
      • vrc:WorldDisplayName holds the human-readable name of the world the photo was taken in.
      • vrc:WorldID holds the ID of the world the photo was taken in.
    • Added more standard ways to embed "Original Creation Time" into the image metadata.
    • Fixed an extra null-byte leading up to the XMP string.
  • Added an "Items" option to the Camera Mask.
  • Users can now select their preferred time zone and hour format for use by the clock and calendar.
    • Look for these in the settings menu under "User Interface".
    • These will also apply to the clock.
  • The Event Calendar's platform filter now works as intended.
  • Foldouts in the Group Events menu now fold like... foldouts.
  • Fixed an issue that caused the "Days In VRChat" clock mode to sometimes display "…".
  • Nudged the clock's "AM/PM" text back down a bit.
  • Fixed a bug that could cause the UI to get stuck when opening a bundle.
  • Fixed an issue that could cause VRC to get stuck when switching user accounts.
  • Fixed crashes caused by certain edge-cases in internal PhysBone code.
    • Yes, this is the result of all those test builds on live we shipped over the past few weeks.
    • We're happy to report that the very-non-obvious root cause has been determined, and this should (knock on wood) finally be a proper fix.
    • The engineer responsible is quoted saying: "I can finally sleep now." Wish them a good night.

Known Issues

  • The Clock Mode can no longer be switched if you select the "Backfacing" option. (Don't do it!)
  • The "Added" event tag doesn't update after you close the Event Details.
wise furnace
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<@&503009384968749076> Our chrono-engineers (that's me!) have been hard at work, weaving the fabric of time until all clocks are aligned to an elusive superposition: "Now."

As in, the time that your device's OS thinks it is where you live. You might be surprised how challenging that can be. (Very.)

Open Beta 2025.3.1, build 1679 is here, and it's a release candidate. Go post any remaining issues on our beta feedback board now!

Fixes & Changes

  • Improved the System Default behaviour for 12 vs. 24 hour clock mode settings on Windows and Android-based devices.
  • The list of available time zones on Android devices is now more reliable and complete.
  • Fixed a bug that prevented switching out of clock modes that don't display text.
distant relic
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<@&503009384968749076>

Beta's back, baby! Get outta my way, I'm getting in the IFV and going to C -- wait, what? Wrong beta??? Oops.

ahem

VRChat Open Beta is back! We've got 2025.3.2, build 1691 for you.

Features

Drone Customization

When we released the Camera Drone, we heard almost immediate feedback that folks wanted to customize their drone. Well, now you can!

  • You can find the Drone under "Cosmetics" in the Inventory.
  • Here, you'll be able to customize the appearance of your Drone.
    • Change its color!
    • This will change the color of your controller, too!
  • You might be able to find more customization for the Drone very shortly... hmmm...

Full notes can be found here!

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Changes & Fixes

  • Added a Reduce Menu Animations toggle under Accessibility settings. This eliminates a lot of the larger menu animations/fade-ins/fade-outs to allow the menu to be somewhat snappier.
  • Menu alerts should now render on top of all UI elements, including the yellow "new feature callout" flags.
  • Instance and population indicators on menu world/instance cells should no longer occasionally overflow or look jumbled up.
  • The Depth-of-Field effect is now available on Android Mobile and Standalone VR.
    • Note that this can be a very performance intensive option, so uh, keep that in mind when trying to take an 8K picture in a full 80-person rave instance, you know?
  • Added a Microphone Test Button to the audio settings page!
    • This allows you to hear how you sound to others, featuring a neat UI showing your level.
      • CAN YOU HEAR ME?
        • GUYS??????
          • IS MY MIC WORKING?????????
            • STATIC NOISES
  • You can no longer click through the Main Menu header background onto selectable objects behind it.
  • New Inventory shortcut icon button added to the top of the Quick Menu to open up the Inventory Main Menu.
  • New Calendar shortcut added to the top of the Quick Menu to open up the Event Calendar.
  • Bundles & Packs tab in the Inventory menu now remains accessible when empty.
  • Clicking a Launch World link on the VRChat website while VRChat is running will now navigate to the World Instance's details in the Main Menu.
  • Sorting Avatar Lists by "Date Added" now refers to the date that the Avatar was added to that list rather than the upload date of the Avatars themselves. Avatars will appear in order of newest added to the list first.
  • VRC Avatar Parameter Drivers can now use VRChat's built-in Parameters as Sources.
  • Fixed the "View Fallback Details" button on the Quick Menu's selected user page. It should now be fully interactable when viewing a user wearing a fallback avatar and should no longer display a slightly transparent performance indicator within the button.
  • Fixed an issue in the Main Menu Social tab that allowed users without instance moderator privileges to see which users were blocking them.
    • Users that do have instance moderator privileges, like group moderators or instance owners, should still see the "blocked by" list.
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  • Adjusted the position of the "try on" button for Marketplace avatars.
  • Added a tile at the end of avatar lists that redirects to the "Explore" tab.
  • Fixed Main Menu World Author and Instance Owner text layout sizes so that their click area is more consistent.
  • The Quick Menu is now the correct size for VRCat when flipped.
    • He's just hanging out, man.
  • Fixed a bug where group toggles would not load immediately in the Event Calendar filters.
  • Fixed a few issues with text wrapping during the VRC+ Gifting process.
  • Added an Items wing menu that you can use to quickly place and remove items you own from the wings of the Quick and Main Menu.
  • The side list on the Event Calendar page now remembers its scroll bar position.
  • The "Added" event tag now updates when backing out of the event details page after adding or removing the event from your calendar.
  • Increased the resolution of the group icon outline on the Event Calendar.
  • Long group names and languages now truncate correctly in the event filter settings for the Event Calendar.
  • World Favorites List name max lengths in client now match the website (20 characters).
  • Fixed an issue with the buttons within the World Favorites List settings side panel that prevented them from registering clicks consistently.
  • Slightly adjusted World Favorites List titles within the Wings and Main Menu side bar buttons so that they fit better.
  • Region options found within the Create New Group Instance flow now have tooltips that properly reflect each region's name.
  • Adjusted the size of the Report and Expand to Main Menu buttons on the Quick Menu header to be more consistent.
  • Added new labels on individual products to clarify what type they are (Avatar, World Perk, etc.)
  • Info UI text on the camera is now clickable. When selected, it will cycle through available options for that setting.
  • The Send Invite button on a user's profile page should no longer be blocked out by default if they have sufficient permissions to join your Group instance.
  • The Avatar Details page preview window has been adjusted to match more closely with the My Current Avatar page.
  • Adjusted Avatar Height text field to prevent it from colliding with the Impostor Preview Toggle.
  • Added tooltips to the Main Menu Avatar page navigation bar buttons.
  • Fixed an issue with world portals that could cause them to sometimes try and send you to a closed instance.
  • Optimized object highlighting when an Interactable/Pickup object and an Item removal in the Action menu are selected at the same time.
  • Slightly improved VRChat's launch time.
  • Various UI styling fixes.
  • Assorted localization updates.
distant relic
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<@&503009384968749076>

We won't drone on. We fixed stuff.

Why waste time when few word do trick?

2025.3.2 1692.

Fixes & Changes

  • Customizing a drone while it is deployed will no longer kick the user. (Sorry about that.)
  • The Color Picker is now easier to drag when customizing a drone.
  • The UI Themes and Backgrounds shortcuts in the Quick Menu now lead to their new home in the Inventory's Cosmetics tab.
  • Fixed a bug that sometimes prevented the Color Picker from updating the drone preview.
  • Fixed a bug that caused colors to be applied incorrectly to non-VRC+ users' drones.
  • Tab buttons in the Inventory menu now fit a little better.
  • Placeholder text is no longer displayed when selecting another user's drone.
  • Fixed up some tooltips on the Color Picker.
  • Clicking back from Avatar Details can now return you to a specific category list in the Explore tab.
  • Group Instances with friends should display properly in the menu again.
  • Fixed an issue that caused events to go missing from the Calendar after returning from Event Details.
  • Fixed a bug that could cause the search textbox to appear when not needed.
  • Fixed a bug that could cause error robot avatars from the menu to persist after the menu was closed.
  • Fixed a bug that allowed alert messages to persist after the Main Menu was closed.
  • Security and stability improvements.
distant relic
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<@&503009384968749076>

In the virtual wilderness, developers burrow through the soil of ideas, weaving networks of logic and structure. The disheveled earth releases an uninvited guest: the bug.

Beta testers are drawn to this terrain. Sniffing at edges, scratching at seams, and pouncing on each weakness. When the hunt is successful, they return to the feedback forums, bearing their prize.

A marvelous symbiosis. Developers build, beta testers forage and expose, and together, their ecosystem grows stronger.

2025.3.2 build 1693 has been released into the (beta) wilds. 🦁

Fixes & Changes

  • Added a new toggle to the Camera UI that controls whether World/Author metadata will be attached to photo files.
    • This toggle is enabled by default.
    • This toggle only affects the XMP metadata that is attached to photo files when saved to your local device.
    • Only the ID/Name of the user that captured the photo (the author) is recorded. We do not write other players' information.
      • If you are seeing this sort of data written to your photos, it's probably another tool you're running.
        • Don't blame us!!!
    • If a world is private, its ID and name are not written.
    • Prints still send World and Author information to the server to support sharing features. When you save a local copy of a Print, this toggle determines whether that information is written to the file or not.
  • Fixed a bug that caused some avatars to show conflicting performance rank information in Avatar Details.
    • This was because avatar bounds can be slightly different in-client vs. during server processing. The client now properly displays the server's bounds calculations.
  • Fixed a bug that could prevent the Main Menu from showing Avatar Details after selecting a marketplace avatar pedestal.
  • The VRC Quick Launcher can launch multiple clients again.
    • To use the new behavior where a launch link opens the menu in an existing client instance, it now needs to contain &launch=1, making it opt-in.
  • Fixed an issue that caused the Drone Controller to cause visual issues when held in front of the Drone Customization menu.
  • The correct text and icon are now shown when claiming a Drone from a bundle.
  • The "new" badge should now appear on the Cosmetics tab as expected, when a bundle containing a Drone is claimed.
  • Improved UI visual styling in the Cosmetics menu.
  • The Report dialog no longer animates in from a strange direction.
  • Quick Menu alerts disappear properly again when the Reduce Menu Animations setting is enabled.
  • Fixed a bug that sometimes made world tags non-interactive.
  • Fixed missing haptics on some UI components.
eternal flame
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<@&503009384968749076>

What's a nature documentary without good audio? You need to hear those lions roar! ...ok, in VRChat you'll probably hear catgirls meow instead, but either way, you can now do so in even better quality with this Steam Audio beta update!

This one isn't just a bump, it brings you a good set of fixes and an improved HRTF too (basically audio magic, if you ask me). Don't worry, it does include all changes up to 1693 from above as well.

As a reminder, to help test Steam Audio, you need to opt-in to the steam-audio-beta branch on Steam. This beta is currently not available on other platforms.

If you find any issues, please report them on the dedicated Steam Audio Feedback Board!

We are considering this update a major milestone towards getting Steam Audio out to the main beta branch, and eventually live.

Fixes & Changes

  • Switched to a different, more averaged HRTF.
    • This should lead to a noticeable improvement in spatialization, with internal testers reporting a drastic reduction to the "muffled voice" effect and better directionality.
    • This should also fix some cases affecting multi-channel audio setups, or incorrect audio between left and right speakers, as the previous HRTF we used was slightly asymmetric.
    • HRTFs are a pretty subjective topic. As such, while we believe that the new one should be an improvement in almost all cases, we are very much looking out for your feedback on it!
  • Reworked how ONSP sources (via VRC_SpatialAudioSource) are converted to Steam Audio.
    • Near and Far property conversion should be closer to what you'd expect under ONSP. Volume conversion curves have been adjusted slightly at the very near and far ends.
    • Improved overall audio range calculation between Near, Far, Volumetric Radius, and in cases where Use AudioSource Volume Curve is on.
    • Volumetric Radius conversion has changed, and now works by rolling off Spatial Blend to mix in 2D blended audio while inside the volume. This should work properly in more situations than the previous attempt at compensating for the lack of a Volumetric Radius option in Steam Audio.
      • It's not perfect, but many uses for the option we found in various worlds now work about as well as on live. Please report edge-cases!
    • Gain is now applied more like it was in ONSP. It is clamped between 0 and 24, in decibels, and applies additively to the gain of the source, but only if the Spatial Blend (for that source, at that distance) is greater than zero, scaling linearly.
  • Several fixes to Avatar audio sources, along the same lines as the VRC_SpatialAudioSource notes above.
  • Fixed a variety of issues with Udon player voice APIs and player volume sliders.
    • Player volume sliders and Udon voice settings should no longer interfere. This bug resulted in players sometimes becoming louder or quieter, seemingly at random, in certain worlds.
    • Most cases of long-distance radio systems (such as those in flight worlds) should now work properly. Please report any exceptions you find!
    • SetVoiceVolumetricRadius should now work similar to how it does on live.
    • Above a Near value of 50 meters (which, yes, is just a magic number currently), air absorption for voice sources is now disabled. This is another workaround for long-distance radio systems, due to voices attenuating completely at a certain threshold.
  • Crash fixes, stability improvements, etc.
distant relic
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<@&503009384968749076>

Beta, beta, beta, beta, beta, beta, beta.

If you say it fast enough, you sound like a helicopter. 🚁

2025.3.2 build 1694 is a release candidate!

Fixes & Changes

  • Photos will be saved locally again on Quest. (Sorry!)
  • Lighting is now more consistent when previewing 3D objects in the Inventory menu.
  • The Drone's Color Picker will now update properly after you click Restore Palette.
  • You can now select a month to view on the Group's Events tab.
  • The calendar will no longer forget its scroll position after following or unfollowing an event.
  • Fixed an issue that prevented some events from appearing on the Group Events page.
  • Fixed an issue that caused the camera to flash when moving the viewfinder quickly.
  • Minor refactors to PhysBones.
    • Not compatible with live, so grabbing PhysBones will not work between live and beta clients until 3.2 is live.
    • Trying to get these in right before we go to live to minimize the inconvenience.
  • I bet you tried the helicopter thing.
distant relic
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hi open beta people

We just shipped 2025.3.2 build 1695 -- so, what was different?

Changes & Fixes

  • Tweaked some visibility issues with the Trace Drone's tail.
  • I probably didn't need to do all this formatting for this.
    • Oh well.
      • post catface :3
distant relic
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<@&503009384968749076>

That's an Open Beta, right there. None of that fancy "Patch Notes Video" smile for the camera nonsense. Designers sweat into their keyboards. Engineers deliver their new born baby in the Slack huddle. Community managers cry. Absolutely pure development code monkey foobar, straight to prod, ship it energy. Take it to Discord. Bugfixes get put in places you don't even remember. We win together, we post together. Open Beta's back baby.

2025.3.3, build 1706

Full notes can be found here.

(go birds 🦅 🦅 🦅 )

Features

Instance Naming

VRC+ Subscribers can now name their instance from within VRChat! When creating an instance, you'll have an option to name it -- changing what it appears to other users as.

This could be useful for setting the tone, letting folks know what vibe you're going for.

Two quick notes about this: First, we're aware that this presents a moderation concern -- so this also comes with a new way to report instances that are named inappropriately.

Second, we know that this is something you can do via the API from outside of VRChat. We're not taking that functionality away! This is just an easy way for folks to name their instance from within VRChat.

#

Changes & Fixes

  • Badges showcased on the User Profile page will now display the name of the badge preceding the description within the tooltip. If you're viewing your own profile, you'll also see the date when you earned each badge in it's tooltip.
  • Added an Exposure slider to the camera. This allows you to adjust brightness. It works for photos, videos, stream mode / Spout, and can be animated with the Camera Dolly.
  • Added OSC endpoints for interacting with the camera. All of the new endpoints have read/write access.
    • For more information, please see the full patch notes.
  • The "See All" button in the Search Results page has been renamed to "View All" to keep things more consistent. Its tooltip was updated to match.
  • Users in Do Not Disturb (red) status and/or Streamer Mode will no longer receive Group notifications.
  • The "Edit Profile" button is now hidden when on the Inventory tab.
  • Fixed validation for URLs added to user profiles in the Main Menu.
    • The profile URL input fields are now capped to 64 characters.
      • (tip: schemes, i.e., https://, are included automatically and you don't necessarily need to type them in for this field!)
    • Fixed a bug where invalid profile URLs would still be added to the local user's profile anyways despite being rejected API-side.
    • Made the API-error for an invalid profile URL a little more friendly and less API-y.
  • If you are allowed to interact with another user's avatar, you will no longer see a yellow hand indicator in their nameplate.
    • You will now only see a crossed hand indicator if you are unable to interact with another user's avatar.
    • This is more in-line with the other status indicators on our nameplates that usually only appear if a deviation from the default is set.
    • You should notice no difference when headpatting your friends.
      • The VRChat handshake, as it were.
  • Added the option to clear your profile picture through your profile. (This returns it to using your current avatar's picture.)
  • Removed an unmasked, redundant background layer from certain Quick Menu pages.
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  • Fixed the "Audio From Camera" tooltip when using the camera in Drone Mode.
  • Set the Apply / Purchase button to hidden when the avatar is in an invalid state.
  • Reordered some Quick Menu pages so that their transition animation matches the expected direction relative to their navigation buttons at the bottom of the menu.
  • Fixed the _VRChatCameraMode and _VRChatCameraMask shader global variables not being set when streaming to Spout with the Camera closed.
  • Gesture Weight Avatar Parameters are now smoothed for remote players. As a result, any animations/blend trees that rely on GestureLeftWeight and GestureRightWeight should look closer to how they appear locally.
  • Sharing pedestal particle effects should no longer appear when the pedestal is hidden.
  • Fixed a bug that caused players to move while interacting with the Action Menu on Quest, when only one controller is on and the "One-Handed Movement" setting is disabled.
  • The Favorite/Unfavorite Friend button found on user profiles now have tooltips and iconography that more accurately display their current status.
  • Selecting an item in your inventory now displays a 3D preview of it.
  • Fixed "Forced" near clip distance getting stuck enabled in some worlds.
  • Fixed an issue where allowMSAA would not apply correctly when set from VRCCameraSettings on PC.
  • The camera viewfinder no longer lags behind, nor does it create clipping issues with its own UI.
  • Tooltips for inventory objects have been simplified.
  • Various tooltip fixes.
  • Various localization fixes.

Known Issues

  • Currently, you won't be able to open multiple copies of the VRChat client. We're looking into it!
distant relic
#

<@&503009384968749076>

Re: RE: Fwd: VRChat Beta Update

To whom it may concern,

find enclosed the patchnotes for VRChat version 2025.3.3, build 1707, to be deployed ASAP after agreement on the details is reached via sync.

Please do the needful and report any issues on the open-beta specific bug-tracker: https://feedback.vrchat.com/open-beta.

Best Regards,

~ The VRChat Release Team

save the environment: think twice before printing this message 🍀

Fixes & Changes

  • Selfie Expression can now be used by non-VRC+ users on the open-beta branch as well.
  • Removed the Selfie Expression button in the Quick Menu VRC+ page as the feature is now available for everyone.
  • Fixed the Drone not spawning when deploying or previewing it.
  • You can run multiple VRChat clients simultaneously again.
    • In fact, you should be able to run more than 3 now, which isn't even possible on live!
  • Fixed a UI bug that prevented OSC Wrist and Head Tracking from being enabled on Quest.
  • Fixed an issue that caused the keyboard's cursor to be incorrectly positioned after selecting a pre-filled text field.
  • The "Clear All" button on the QM and MM notifications pages now remove calendar event and sharing notifications.
  • Fixed the Quick Menu's Avatar Reporting window from showing underneath the page it was supposed to appear on top of.
  • Fixed instance cells in the sidebar and the Quick Menu's "Here" page instance detail panel not showing any text if the name contained non-English characters.
  • Spruced up the highlight graphic found around the newly resized instance cells found within the Main Menu World Details page.
  • Fixed some tooltip discrepancies around the "Portal Drop" and "Portal Lock" buttons on the "New Instance Created" modal.
  • The world name has now been given it's own dedicated line on the "New Instance Created" modal.
    • This should prevent it from mangling up the instance details that it once shared a line with.
  • If VRC+ subscribers wish to use generic "code" instance names again, they can simply submit a blank instance name or hit the "Clear" button found on the "New Instance Created" modal.
    • This instance naming preference is saved between sessions. So, if you clear your instance name, you'll get a generic instance name each time until you decide to type-in a new instance name. Vice versa as well: If you put in an instance name, we'll repopulate the field automatically with your previous instance name.
    • Instance naming history was also upside-down. It is now ordered from newest to oldest.
  • The clock can now count beans 🫘.
distant relic
#

<@&503009384968749076>

Just a quick note for the steam-audio-beta branch!

It's just been updated to be current with the ongoing open beta (see above). Also:

Changes & Fixes

  • Fixed UI and Camera sounds being too loud on Steam Audio.
#

lmao wrong tag hi everyone

#

<@&503009384968749076> see above

median moss
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<@&503009384968749076>

It's bedtime SDK beta time! Version 3.9.0-beta.1 is now available on the VCC if you enable pre-release packages.

SDK Version 3.9.0-beta.1 brings an Udon API for the camera dolly, a new Auto Hold mode for pickups, improvements to the Network ID Utility, new VRCCameraSettings APIs, and some changes to how Avatar IDs are assigned.

Read the full changelog here: https://vrc-beta-docs.netlify.app/releases/release-3-9-0/

New Features

  • Worlds can now define Camera Dolly paths and activate them via Udon!
    • Check out the dolly documentation on how to use the new VRCCameraDollyAnimation, VRCCameraDollyPath, and VRCCameraDollyPoint components together with the VRCCameraDollyAnimation.Import() Udon function.
  • "AutoHold" for VRCPickup objects is now supported across all input devices!
    • You can choose to upgrade any pickup in your world to the new AutoHold system for improved handling (and a simpler yes/no checkbox instead of a 3-choice dropdown), then reupload your world to use the new system.
    • If you don't upgrade your pickups, your existing worlds are unaffected.
  • Additions to the VRCCameraSettings and VRCQualitySettings APIs:
    • Exposed CullingMask property via VRCCameraSettings to allow modifying active render layers at runtime. Some internal layers are excluded from this.
    • Added a VRCCameraSettings.GetCurrentCamera function as a proxy for Unity's Camera.current.
    • Added VRCQualitySettings.ShadowCascade2Split and ShadowCascade2Split properties. These are writeable.
    • Enabled setting depthTextureMode on VRCCameraSettings.PhotoCamera. Note that you cannot disable basic Depth mode on PhotoCamera, but you can additively add other flags.
#

Fixes & Changes

  • Removed the trust rank requirement for building & testing worlds and avatars.
    • This means that Visitor accounts can now use the SDK to locally build and test their own avatars and worlds.
    • However, Visitors still need to increase their trust rank before uploading content.
  • Fixes and improvements to the Network ID Utility:
    • Improved UI responsiveness in very large projects containing a lot of networked objects.
    • Fixed a case where importing IDs would fail due to an exception being thrown.
    • The tool now warns against GameObjects with forward slashes (/) in their names while exporting, since this can cause problems when importing again later.
  • Fixed the _Angle parameter on PhysBones not working if the PhysBone chain started with a scale of zero.
  • Minor performance improvement to the PhysBone inspector panel.
  • VRCShader.SetGlobalInteger now uses the correct integer variant of the backing UnityEngine.Shader function, preserving bit patterns.
  • Improved handling of UdonBehaviour components with an invalid script assigned to them.
  • UdonSharp scripts are now recompiled when you switch platforms.
  • Fixed world uploads sometimes failing due to the SDK trying to assign an avatar ID instead of a world ID.
  • Transform animations inside the Gesture layer should no longer break if no custom FX Layer is provided.
  • The vrc_AvatarV3FaceLayer sample controller now follows our animator best practices.

About Avatar ID Assignments

This SDK update changes how content IDs (those avtr_* strings) are assigned in our backend.

If you only use the SDK via the built-in UI (the VRChat SDK Control Panel), nothing changes for you.

If you're a tool author or technical user, please check out the documentation!

Known Issues

  • The "Upgrade" button may not appear on VRCPickup components if multiple are selected at once.
distant relic
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<@&503009384968749076>

Anyone like filter coffee? ☕ Well, we have the filter part now.

This is 2025.3.3, build 1708, now available on Steam and Quest beta branches (you didn't forget these are available on Quest, did you?).

Feedback on the dedicated open-beta feedback board as always!

Changes & Fixes

  • Added better sorting and filtering to the Avatar Marketplace!
    • You can filter by tags, performance and platform. You can also search based on an avatar's name or tags -- great if you have an idea of what you want and want to quickly see if it's available on the Marketplace.
    • This update also fixes issues with the previous Avatar Marketplace sort functionality.
    • Also removed some misleading platform icons from previews.
  • Fixed text input fields sometimes not selecting properly.
  • Fixed showcased badges not appearing on profile wing menus.
  • Fixed the Reports menu sidebar confusing the Avatars and Instances tabs.
  • Fixed the icon on the Instances tab in the Reports menu.
  • Fixed a tooltip on the "Report this Instance" option within the reporting flow.
  • Fixed camera movement timing so Udon access to the Drone position is no longer one frame behind.
  • Fixed an issue with how the /usercamera/Pose camera OSC endpoint is serialized.
    • If you are still experiencing OSC issues on that endpoint or elsewhere, please let us know!

Known Issues

  • The "Spawn Item" button specifically in the Main Menu preview does not work.
  • The Quick Menu dashboard buttons have their icons a bit too low. Yes, we hate it too, but the fix came too late for the builds. 😞
weak raft
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<@&503009384968749076>

You dropped this, king: 👑 ... and we dropped your Uploaded avatars tab. Sorry! Here's 1709, dropping in with a fix and more.

Feedback on our open-beta feedback board as always, please.

Changes & Fixes

  • Restored the Uploaded Avatars tab.
  • Fixed "Spawn Item" button on preview screen not working.
  • Fixed Item preview screen sometimes showing description and buttons twice.
  • Fixed camera dolly import/export not working for paths with non-ASCII characters.
distant relic
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<@&503009384968749076>

Hey look at that, it's the weekend! Remember to drink enough water in the club...

...and do it on build 1710, now available on both open-beta and steam-audio-beta! The open-beta is a release candidate for next week.

As usual, put feedback about the beta here and about Steam Audio here!

Fixes & Changes

  • Fixed new camera OSC endpoints not sending messages when moving UI sliders or flipping the camera orientation.
  • Outgoing /usercamera/Pose OSC messages should now reflect the correct position and rotation when smoothing is enabled.
  • Fixed Drone audio not being linked to any volume sliders.
  • Fixed "Apply" button incorrectly displaying "Purchase" after switching to a local test avatar.
  • Fixed the "Back" button having an incorrect size on Avatar Marketplace pages.
  • Fixed scroll position and selected avatar filters changing when returning to the "View More" page.
  • Fixed incorrect sort order displaying in the dropdown on Avatar Marketplace pages.
  • Tooltips on Avatar Marketplace filters now switch between "Add Tag" and "Remove Tag" as appropriate.
wise furnace
#

<@&503009384968749076>

As usual, here's your changelog between 1710, previously on open-beta, and 1711, which just shipped to live!

Note that steam-audio-beta has been updated too.

Fixes & Changes

  • Fixed "Equip Drone Skin" button not working when opening the preview panel for the first time.
  • OSC endpoint /usercamera/Pose now sends out messages even for small movements.
distant relic
#

<@&503009384968749076>

Woah, an Open Beta? In my Monday?

...it's more common than you think.

This is 2025.3.4, build 1722. Get at it.

Features

Introducing... the Marketplace!

2025.3.4 brings with it a brand-new tab in VRChat: the Marketplace!

What can you find in the Marketplace? Stuff! What kind of stuff? Well, you'll see!

In short: you'll be able to buy all kinds of things in the Marketplace: that might mean Items, it might mean Emoji, it might mean Stickers, it also might mean crazier things like, say... Portals.

Over the years, we've had a lot of folks tell us, essentially, "If you guys did X, I'd pay for it!"

So, essentially, this is us figuring out if that's true or not.

What's in the Marketplace?

For starters, you'll notice two listings in the Marketplace: one (free!) for a sticker pack, that you should recognize as last year's Spookality stickers (or at least, four of them).

Another (paid!) is for a special beta-only portal. This version of this portal will likely not come back after this beta period as it's primarily being used as a stand-in test thing. As a note, it is likely that a similar item will appear post-beta, but it will look slightly different.

This is not all you will see when this feature is shipped to live.

We have some special things planned for release, and we don't want to spoil them yet.

...like what? Any hints?

:3

Uh, okay, what else?

It's going to take us a bit to figure out what works and what doesn't, and so once the Marketplace makes it to live, you can expect us to try all kinds of different things. You are also free to suggest ideas to us for things you would like to see!

Additionally, you'll see some other stuff moved to the Marketplace tab over time: basically, if you buy it (or can buy it) we want it to be located here. That means you'll also find a tab here for the Avatar Marketplace. It might move here permanently, based off your feedback. We'll have to feel things out.

Changes & Fixes

  • The Quick Menu has been (slightly) altered.
    • ...temporarily.
      • We had to squeeze some things in.
    • We have a (better) update to the Quick Menu coming shortly, but it isn't in this build. The (incoming) Quick Menu will slightly reorganize the buttons in a way we think provides a better user experience.
  • The back button would sometimes stop working after trying on an avatar. We re-back-ified it.
  • Drone skins sometimes wouldn't look right when viewing them in the Inventory. We made them, uh, look right.
  • You can now gift a lot more things. Avatars! Anything in the marketplace! If it has a price, it's giftable.

Known Issues

  • The text for the callout directing users to the Marketplace is... a little garbled. Oops. We'll un-garble it soon.
distant relic
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<@&503009384968749076>

Pinging again because I was told something slipped in to the beta that I didn't previously know about!

You can now gift anything with a listing (that also has a price). That means you should now be able to gift avatars... or any of the new things added to the Marketplace.

distant relic
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<@&503009384968749076>

FYI! You've probably noticed the message in #announcements regarding the Unity security fix. That will impact all other builds too, including Open Beta!

Fix is making its way down the pipeline, but if you see an update, that is why.

distant relic
#

<@&503009384968749076>

"Betta" is a large genus of small, active, often colorful, freshwater ray-finned fishes, ... wait, wrong beta. This isn't a fish, this is VRChat 2025.3.4, build 1724, and a Release Candidate!

As always, please report your findings on our open-beta feedback board!

Fixes & Changes

  • Fixed remote player voice audio clipping unexpectedly in some scenarios.
  • Fixed inventory type icon for Portals.
  • Removed extra spacing below some store shelves.
  • Fixed the purchases tab in wallet menu not always showing your purchases.
  • Fixed editing an emoji more than once in a session.
  • Fixed empty listing being displayed on initial opening of the store page.
  • Fixed time remaining for purchase sometimes showing different values between thumbnails and detail views.
  • Updated font styles and product type information on post-purchase dialog.
  • Claiming a free listing no longer requires you to accept the Tilia Terms of Service.

Known Issues

  • The date shown on the preview page for Items will be incorrect if you have spawned that item this session.
  • Cycling items in the preview window too quickly may show them at world origin.
distant relic
#

<@&503009384968749076>

Well, frankly, this wasn't the plan for today -- but you'll have to wait a bit longer for the VRChat Store to fully release. While we figure out some remaining behind-the-scenes issues, have build 1725 on open-beta, still a release candidate!

Keep dropping your feedback on our open-beta feedback board!

Fixes & Changes

  • There is now an "Equip" button to immediately equip a Portal skin after purchasing it.
  • Items no longer appear at world origin if previewing them too quickly.
  • All dates shown on the preview page for items will now be correct.
distant relic
#

<@&503009384968749076>

Listen up. Very carefully. Open your ears wide. For me. That's right, well done~ ...erm, Steam Audio, yes, that's where that line was going. steam-audio-beta update time!

We haven't forgotten about it, just lots of behind the scenes work going on at the moment. This is a major update to the HRTF introduced last time, now including the right correction factor, as well as a ton of bug fixes.

As before, drop your feedback on the dedicated Steam Audio canny board.

Between us beta folks: We currently still plan on shipping Steam Audio this year, so get your voices heard on there now!

Fixes & Changes

  • Due to the changes below, the maximum voice volume has increased. You will need to lower your "Voice" slider to get the same output level.
    • Especially if you have it set to 100%, voices may first be very loud on this build.
    • We may automate this change before shipping.
  • Last update we switched to a new HRTF, which is the part that handles directionality. The feedback we received was that it sounded overly loud and spiky now, so we gave this another shot.
    • We applied diffuse-field equalization to the HRTF data, which should make the listening experience in VR a bit more natural. It smoothes out some of the frequency distortion the previous iteration introduced.
      • Note that technically the correct approach here would be to introduce reflections and other room effects, but since this is designed to be a drop-in replacement for ONSP at the moment, we went with equalizing the HRTF instead.
    • Directionality is slightly clearer since the new dataset has a higher recording resolution.
    • We filled in the holes at the bottom of the directionality-sphere - this should mean that looking straight up or down and then rotating should lead to less distortion.
    • It also has better grid-alignment which should reduce artifacts from spinning very fast.
  • The voice compressor has been reworked.
    • This is a part of our voice audio stack that handles volume leveling, near-field compression, and limiting overly loud sounds.
    • It is now tuned more properly to sound less "harsh" and have a more natural fall-off range.
    • You will notice this the most close up to people, like speaking in a group circle.
  • Improved volume consistency between ONSP and Steam Audio, and also between 2D and 3D spatialized sources.
  • Some more adjustments to UI sound levels.
  • Fixed an issue where setting the voice distance to 0 from Udon would instead make people audible everywhere.
  • Fixed an issue with distance attenuation gain interpolation not respecting audio sources turning off, leading to avatar sounds sometimes being audible when getting unculled even if outside their range.
  • Includes build 1725 from yesterday.
distant relic
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<@&503009384968749076>

lmao get double pinged ping

there are no external-facing changes from OB -> Live

:3

distant relic
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<@&503009384968749076>

hey... just thought i'd let u know... boops are back...

Oh, and like a hundred other cool things. We stuffed a lot into this one. Go boop your friends so they can all post in the Discord, "What is this why is it happening where did these comes from why am I in 2024 again."

2025.4.1, build 1744 -- now in Open Beeettaaaaaaaaaaaaaaaaaaaaa(a)

Full notes here! Feedback goes here!

Features

Boops are BACK!

Boops are back! You might remember this feature from last year, when we tried it out in Open Beta... only to decide that it wasn't quite ready yet.

After we announced we pulled it, people immediately wanted it back! Well, it took a hot second, but here it is again!

Booping is a feature that allows you to send “Boops” to their friends! They can attach any emoji to their Boop! VRC+ subscribers can even attach custom and animated emojis.

When the recipient opens their notifications, they’ll see a Boop Explosion containing all of the Boops they’ve just received!

Boops can be sent by opening the User Details page in either the Quick Menu or Main Menu in the Client and tapping the new Boop button. They can also be sent also from within the mobile apps.

The Live Now Tab

The Launchpad tab in the Main Menu is being replaced*.. with the Live Now tab!

First: were you a fan of the "Recently Seen" tab that lived here? It still exists! We just moved it to the Social tab. Because, you know, that makes sense.

Anyway -- the Live Now tab!

The Live Now tab will show you events that are (wait for it) live! That means you'll easily see what's going on when you're in VRChat. You'll be able to easily join these events directly from there -- getting you to the good stuff a little bit faster.

It also shows Group and Friend locations -- letting you see where everyone is at a glance.

(Also: you'll see this in the Changes & Fixes section, but Groups are now able to attach Instances directly to Events -- making the process for getting into a poppin' instance a lot easier.)

*This is likely to run as a test once this patch leaves Open Beta... but Open Beta users will still see it!

#

Discord Login

You can now login to VRChat using Discord!

For existing users, if you have a Discord account, you can choose to link your VRChat and Discord accounts. This will then allow you to sign into VRChat using your Discord login information.

New users will be able to make a new account using their Discord information.

Warp Effects

Ever wanted to be devoured by a swarm of Reference Cubes that atomize you and recreate your very existence in another dimension?

No?

Too bad! We're testing Warp Effects. Warp Effects are custom animations that play when you enter or leave an instance. To test this out, anyone using the Open Beta will receive a special Bundle that will contain a test Warp Effect, featuring the Refe̴̙̍̎r̷͉̝̒ence Cub̷̡̿e.

This effect will only be visible to those in the Open Beta. Also, at the end of the Open Beta, you'll lose access to it. We just need to test to make sure it works at scale! Let us know what you think, as usual (or if you find any bugs).

#

Changes & Fixes

  • In-app reporting has been revamped.
    • Added the ability to see all Stickers, Prints, and Emoji that have been used in the current instance for easier reporting.
      • You can see these under the "Report" screen, visible via a button in the Quick Menu (next to Inventory).
    • Added the ability to see the Stickers, Prints, Emoji, and Events you have reported.
      • You can see these under the "Report" screen, visible via a button in the Quick Menu (next to Inventory).
    • The entire flow has received quality-of-life improvements to make the reporting process easier.
  • Added the ability to link instances and events!
    • We've added a new permission for Group members that allows them to link instances and events.
    • Events that are live (or are within a six-hour window of beginning or ending) will appear on the Group instance creation UI for permitted users to select as being associated with that particular instance.
    • When an instance is linked to an event, it shows up in its own special event row on the Instances tab on the details page for that particular Group.
      • Rows for events that don't have any instances associated with them will still show up.
      • Instances for events will also show up in the friend/available instance rows where applicable. This is expected.
    • The event details page now has a button labeled "Join" instead of "View Instances". When clicked:
      • If there's only one instance for the event and it's joinable, you'll join it.
      • If there's only one instance for the event and it's not joinable for some reason (e.g., there's a queue), you'll be brought to the instance details page.
      • If there are zero or multiple instances, you'll be brought to the Instances tab for the Group that owns the event.
    • The default name for an event instance will be set to the event name for VRC+ users.
      • We may make this happen for non-VRC+ users as well in the future.
      • You can still change or remove the name if you have VRC+ if you wish.
  • Fixed a PhysBone jitter issue which affected high framerate scenarios.
  • The Quick Menu has been visually refreshed.
    • It should make more sense now. We hope?
      • Let us know what you think.
  • Avatar Pedestals have received some much-needed love.
    • They now initially show a "Loading" image instead of just white.
    • Loaded thumbnails no longer leak memory.
    • All avatar preview images are now downscaled, even on PC.
      • This means data loading via pedestals may no longer work. This was never officially supported, and we recommend switching to VRCImageLoading or VRCStringLoading instead.
  • Tweaked the camera's zoom slider. The default position has been moved up, and the slider's scaling has been adjusted.
#
  • Fixed items not consistently appearing ahead of you when using Full Body Tracking in VR.
  • Fixed a bug where sometimes users could see Sharing Pedestals from the previous instance playing despawn animations in the loading screen.
  • The Main Menu Social page now features the "Recently Seen" player list.
    • This is the same list that you'd find on the Launchpad page, but we figure the Social page would be a better home for this!
  • Fixed emergency avatar sometimes appearing unexpectedly when holding the Escape key to close the menu.
    • An intentional shortcut to load the emergency avatar has been added to Shift + ESC. You can use this if your keyboard mapping does not have a Backslash key.
  • Fixed the exclusive store time remaining icons having incorrect spacing with the text.
  • Fixed certain Quick Menu doodads overlaying other doodads.
    • No, you read that right.
  • Fixed foldouts when selecting a user in the Quick Menu.
  • Fixed a case where the Recently Updated Favorite Worlds would be missing on the Launch Pad.
  • Shapes for PhysBone collider components and Contact components should now exactly match between the client and the SDK. This mostly only affects setups that use non-uniform or negative scaling.
  • Fixed some odd behavior with the face mirror and Selfie Expression callouts when the HUD mode was set to Off.
  • When an in-world Creator Economy listing is viewed, the products within it should show their correct preview.
  • Fixed opening Inventory from the Quick Menu so it will re-open to the last Inventory section you had opened... instead of always opening to the sticker section.
  • Fixed a bug that could cause your UI theme to look wonky or totally fail to load.
  • Fixed a bug that could cause Portals and other effects to be delayed until all other downloads finished.
  • Minor text fixes.
distant relic
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<@&503009384968749076>

Time to bring Steam Audio up to speed! This brings all the changes from yesterday's build 1744 to steam-audio-beta. Note that the build number of this version is 1743 for technical reasons, but it contains the same changes as 1744.

It also brings some Steam Audio specific changes, read on for those!

As before, drop your feedback on https://feedback.vrchat.com/steam-audio-open-beta/.

Steam Audio Changes & Fixes

  • Volume sliders are now stored separately to other branches. This way you can dial in your preferred volume for ONSP and Steam Audio individually.
    • Voice will have a one-time decrease of -6dB applied on first startup, which automatically aligns with the perceived volume when coming from ONSP.
    • If you have previously reduced your voice volume after the last Steam Audio update, you may now need to increase it again. Sorry :3
  • Improved volume level alignment between the front and back of the listener.
  • Brought 3D spatial audio sources back up to the same volume baseline as ONSP.
  • Fixed a memory leak causing RAM to not be released after Audio Sources were unloaded.
wise furnace
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<@&503009384968749076>

Henlo it me.

And phew, we've been busy! But before we even get to the massive changelog in this Open Beta Update, please give lots of thank yous and hugs to our ops team for weathering that AWS outage yesterday. 🫂 #hugops

This didn't stop us from preparing build 1745 on both open-beta and steam-audio-beta (soon™) however!

As always, drop feedback on the open-beta canny or the steam-audio canny!

Changes & Fixes

  • Fixed remote users getting stuck in place under some rare conditions when avatar blocking via safety settings was enabled.
    • This was particularly noticable in some game worlds like Murder 4.
  • Fixed an issue that caused remote users to become invisible if their avatar was blocked by safety settings while they had a Warp Effect equipped.
  • Fixed the "Favorite Avatar" button in the Quick Menu shown when hovering over a remote user.
  • Fixed artifacts when alternating animated and non animated emoji in boops.
  • Fixed an issue causing built-in emoji to appear at low resolution and fail to animate.
  • Removed the Quick Menu alerts after changing sit/stand mode or shield level, as they covered up the new bottom row.
    • Since the iconography for these buttons change when their state is updated, we've decided that the alert is probably redundant and have removed it.
#
  • Warp effect audio should now play when previewed through the Inventory menu.
    • The volume of the audio is controlled by the UI volume slider.
  • Warp effects now display properly for the local user when viewed in mirrors or the handheld camera.
  • Items will now correctly display their information (description, creator name, etc.) when viewed in the Shop.
    • Customizing Kath's palette from the Shop tab now works as intended.
    • The customize button is now hidden if you don't own Kath yet.
  • Fixed black or zoomed in loading and login screens when "Field of View" is set to non-default values.
  • Streamer mode now hides sender usernames in notification texts.
  • Fixed text on Quick Menu & Main Menu Shop buttons and tooltips.
  • Fixed cursor interaction with "choose friend to gift to" dialog.
  • Fixed the "Close" button on the "New Custom Sticker" dialog not working.
  • Notifications about a gift you have received now have a button to view what you got.
  • Fixed localized text overflowing in the tabs on the Shop page.
  • Your online friends can be sorted again in the menu.
  • The --ignore-trackers launch flag can now handle spaces as documented here - you will need to replace any spaces in serial numbers with %20.
  • Fixed Candy Quest progress not saving for users on accounts with shortened/"old" user IDs.
  • Fixed an issue that prevented the keyboard from appearing properly on Quest headsets running Meta Horizon OS v81.

Known Issues

  • FBT calibration visualizer spheres are missing.
  • Some parts of the new Quick Menu design can have too little contrast on custom themes.
  • Animating certain PhysBone component properties on avatars is broken.
  • Local warp effects may not scale properly with your avatar.
  • All tabs on the Shop page have the same tooltip.
distant relic
#

<@&503009384968749076>

(the funny part goes here)

(the note about the build number 1746 goes here)

(the reminder about dropping feedback goes here)

(the extra info about steam-audio-beta also being updated goes last)

Changes & Fixes

  • The colors and highlighting of the new Quick Menu Launchpad have been adapted for better contrast and ease-of-use.
    • This should also mean they work better with custom UI themes.
  • The buttons at the bottom of the Quick Menu Launchpad now adapt their size better.
  • Fixed native eye tracking displaying incorrectly on remote users.
  • Fixed an issue that prevented warp effect audio from being controlled by the Items/Effects volume slider.
  • Fixed an issue that caused warp effects to not scale to the adjusted height of your avatar.
  • Both the Group Activity and Friend Locations shelves found on the Live Now page will now sort in order of instance population and friend population respectively.
  • Boop dialogs can now scroll smoothly, even when not hovering over an emoji.
  • The Early Access badge on the login screen is now in the upper right corner again.
  • Added additional friendly error messages during Discord login flow.
    • Next time: unfriendly messages. They will bully you.
  • Fixed Discord Link/Unlink button not displaying the right text sometimes.
  • Fixed a bug that would cause the UI Theme Color Picker to become stuck open if you clicked the "Share" button.
  • Fixed bundles with long description text overlapping their expiration date.
  • Fixed a regression that caused the Main Menu's background to be invisible the first time it was opened, until navigating to a main tab.
  • Restored the ability to animate certain PhysBone properties, such as allowSelf, that were broken on previous beta builds.
  • Updated the application icon for Windows builds of VRChat. ✨
  • Fixed calibration visuals not showing.

A bonus fix for Persistence!

Starting with this build (and partially on live too, but mostly in this build) - you will no longer be able to join instances opened with older versions of a world, unless that version has a fully compatible network layout.

  • What determines if a world is compatible?
    • All objects that exist in both versions (selected by Network ID) must have a matching variable and component layout. Udon changes that don't update variable types, order or count will not break compatibility. Updates to non-networked parts of a world are also fine, e.g. simply moving an object in the scene.
  • Does this mean I can't iterate on my world while people are in an instance anymore?
    • You can, but if you break network compatibility people will not be able to join existing instances anymore.
    • Be careful updating your worlds during ongoing events! If you break compatibility, you will effectively close existing instances for new joiners.
    • It is possible to re-upload a previous version to restore compatibility to existing instances, should you break your world by accident.
  • What happens when I try to join an incompatible instances?
    • You will not be allowed to join and notified via a popup. You will then be redirected home.
  • Okay, but why? And why call this a fix for Persistence?
    • Since Persistence relies on networking, incompatibilities in the layout could previously lead to loss of data. With this change, persistent data (other than the part that you intentionally made incompatible) is protected.
    • This could have also lead to non-Persistence related network issues, e.g. late joiners decoding incorrect data after compatibility was broken.

We will update our official documentation with this and extra details as well.

wise furnace
#

<@&503009384968749076>

Here is a tiny lil' fixup for yesterdays release! 🙏 We wanted to make sure you can enjoy your weekend properly.

This build is still 1746, but you can verify the update by hovering over the build number in the Quick Menu. It should say 0e8e01a6.

Changelog

  • Fixed an issue that would not allow joining instances created on live from open-beta, if the world had any UdonBehaviours with sync enabled but no synced variables.
distant relic
#

<@&503009384968749076> <@&1145797715725385809>

Everyone ready? Say it with me:

World PhysBones!

Beta SDK Version 3.9.1-beta.1 brings VRChat Dynamics to Worlds! This includes PhysBones, Contacts, VRC Constraints, and Udon integration for all of them. Additionally, world persistence now exposes data usage information and limits.

⚠️ Note: World Dynamics and new Persistence APIs will require client version 2025.4.1 or higher, which is currently in open beta.

If you encounter any issues with World Dynamics please report them on our open-beta feedback board

New Features

  • VRChat Dynamics are now supported in Worlds!
    • PhysBones, Contacts and VRC Constraints are now available in worlds projects.
    • All of these components have new Udon APIs and events that allow your scripts to work with them!
    • This is one of the most requested features for our Worlds SDK - we can't wait to see what you will create with it!
  • World persistence now has an API to retrieve Storage Information.
    • This includes 3 new functions, GetPlayerDataStorageUsage, GetPlayerDataStorageLimit, and RequestStorageUsageUpdate.
    • The Request function pairs with the new OnPersistenceUsageUpdated event.
    • There are also 2 new events for PlayerData usage: OnPlayerDataStorageWarning and OnPlayerDataStorageExceeded.

Fixes & Changes

  • A validation warning is now shown in world projects where any spawn point is below the respawn height for the world.
  • Improved handling of missing spawn points in world projects.
  • Reduced internal log output when a project loads and when assemblies are reloaded.
  • Avatar and world IDs now have leading and trailing whitespace removed.
  • Fixed an SDK crash triggered by deleting any source transform for a VRChat constraint while that constraint component was still visible in the inspector.
  • Fixed the validations window inadvertently resetting custom poses or animations applied to the avatar in the scene every time it was refreshed.
distant relic
#

<@&503009384968749076>

Chill vibes today. Relax into your evening with build 1747. Lo-fi hip-hop beats to update and beta test to. Light your favorite scented candle tonight. Put it under the candle warmer, even. Grab some tea. Loose leaf. Because you're loose. You're chill. You're vibing.

As always, if you find a bug, keep calm and report it on our open-beta feedback boards.

Relaxing Fixes & Chill Changes

  • More fixes for world network compatibility checks, which could lead to issues joining instances across versions or platforms.
  • Fixed "Custom" control selection UI not working on Quest.
  • Fixed "Unusual Client Behavior" kicks when sharing old UI themes with overly long names.
    • I have some questions for some of you.
      • Like: why?
  • Fixed a case where Groups would not load when events were currently running for them.
  • Fixed instances from incorrect groups sometimes showing in the "Instances" tab of the Groups menu.
  • Usernames with Unicode characters now show correctly on the World Information page.
  • Boop button styling now matches the other buttons around it.
  • Your local chatbox and nameplate no longer render in the face mirror.
  • Added a new shader global named _VRChatFaceMirrorMode which reads 1 when rendering inside the face mirror camera (and 0 otherwise).
  • Fixed render queue (ZWrite) on personal mirror when opening for the first time during a session.
  • The error robot avatar can now use stations.
    • It deserves to sit down for once.
median moss
#

<@&503009384968749076>

Here's another small beta update for 2025.4.1, build 1748. This one's a release candidate, but mostly consists of a few minor fixes. Very tiny, couple of changes only...

Sike! This build actually brings Steam Audio to the regular open-beta branch!

This means:

  • You can now test Steam Audio on the regular Open Beta!
  • The steam-audio-beta branch will be closed. If you were using it, please switch back to the usual open-beta one.

It does not mean:

  • That Steam Audio will ship to live in 2025.4.1. We will keep Steam Audio enabled for the open-beta branch from now on, but are still going to work more on it before we give it to everyone on live.

This is your chance to test content and report on Canny if it breaks! You can use either the Steam Audio board or the regular open-beta feedback board.

What's that Steam Audio thing again?

Steam Audio is a spatializer made by Valve supporting several modern techniques for game audio. In short, it controls how VRChat sounds. This includes worlds, but most importantly player voices.

In most areas, Steam Audio should sound better or the same as ONSP, our current solution. This includes things like directivity (being able to tell where a sound is coming from), distance attenuation (how far you can hear a sound), and a few more.

We have spent significant effort into making it sound better while remaining fully compatible with how ONSP used to work. That way, worlds should not need to be updated. Ideally, all content will work exactly as it does now.

However: Before sending in feedback, we recommend giving it a bit of time. Brains are weird, and it turns out especially so with sound! A lot of feedback we have heard previously is that the first hour may sound strange, but after you get used to it, Steam Audio is a clear improvement over ONSP.

Other Fixes & Changes

  • Fixed a bug that prevented reopening the reporting flow after closing it while in progress.
  • Fixed a case where some live events would disappear from the menu.
  • Added tooltips for the Emoji, Stickers, Items, and Cosmetics tabs in the Inventory menu.
  • Removed an incorrect error popup that could sometimes show after a successful in-game purchase.
  • Steam Audio: Adjusted volume of world sources that have a custom rolloff curve to better match ONSP.
  • Steam Audio: Adjusted near-distance volume boost to be a bit more soft.
  • Steam Audio: Fixed a bug that would incorrectly turn on Air Absorption for some world audio sources.
  • Steam Audio: Voice directivity is now disabled if Udon sets the player voice range greater than 50 meters, similar to the existing Air Absorption workaround.

Known Issues

To be clear, we are not done working on Steam Audio! There are a few known issues already:

  • Audio may sometimes sound slightly crunchy on mobile platforms, including Quest.
  • Spatialization for sounds right next to your head can sometimes be not quite ideal.
  • Directionality cardioid does not properly match human voice characteristics.
distant relic
#

<@&503009384968749076>

Quick Fix Fridays! This update is only for Quest, build number is still 1748.

With this, the sound crackle introduced from the Steam Audio update yesterday should be fixed.

Please note that we are not 100% confident in this fix. If you still encounter it as bad as before, please let us know in #open-beta-discussions or on Canny! Before reporting, ensure you have updated by hovering over the build number in the Quick Menu and checking that the hash contains b4f5c3655b.

That's it, enjoy your weekend, and Happy Halloween! 🎃

distant relic
#

<@&503009384968749076>

You love your pings, don't you? Here's an extra one, listing the differences between build 1749, which just shipped to live, and the last open-beta build, 1748.

However, note that open-beta does not match live this time around - Steam Audio will remain enabled on the beta branch, while it is disabled on live.

The steam-audio-beta branch has been closed. If you want to keep testing Steam Audio, please switch to the regular open-beta one!

You can keep reporting Steam Audio feedback on our open-beta feedback board.

Also, as we noted when it was added, the Reference Cube Warp Effect is now... gone. RIP. Send it your regards. Maybe we'll bring it back if folks miss it. Who knows?

Fixes & Changes since 1748

  • Camera exposure slider no longer affects the alpha channel, which lead to transparency issues.
  • Fixed portals on mobile platforms sometimes only showing loading text.
  • PhysBones, Contacts and VRChat Constraints now behave properly when used on a VRCPlayerObject.
  • PhysBones instantiated in a world using Object.Instantiate() now simulate properly instead of staying rigid.
    • Grabs and poses will not synchronize between clients on PhysBones that are instantiated in this way, similarly to how Udon behaviors on instantiated objects are also unsynced.
  • Steam Audio: Minor performance improvements.
weak raft
weak raft
# weak raft
poll_question_text

do you want cube warp back please check one

victor_answer_votes

1808

total_votes

2320

victor_answer_id

1

victor_answer_text

yes

victor_answer_emoji_id

814640655271067649

victor_answer_emoji_name

cAt

victor_answer_emoji_animated

true

weak raft
# weak raft
poll_question_text

would you pay for it

victor_answer_votes

1445

total_votes

2448

victor_answer_id

3

victor_answer_text

give it for free

victor_answer_emoji_id

1091765676399677472

victor_answer_emoji_name

ratWICKED

distant relic
#

<@&503009384968749076> <@&1145797715725385809>

Take a break from Tupper's polls and get some certainty, with these SDK fixes in 3.9.1-beta.2! This update addresses some feedback around World Dynamics.

You can find the full changelog for the 3.9.1 Beta SDK on our beta docs!

If you encounter issues or have feedback, please put it on our open-beta canny board.

Fixes & Changes

  • Changed VRCContactReceiver.UpdateContentTypes() to take an array of strings instead of an IEnumerable of strings. This should fix Udon graphs containing this method not compiling correctly.
    • If you were previously using this method in U# and passing anything other than a string[] to it, you'll now need to update your scripts to pass a string array.
  • Resolved an unintended compatibility breaking change with some community made tools.
    • Specifically, the class PhysBoneGrabHelper has been moved back to its original assembly location.
  • Removed name from the list of symbols exposed to Udon for PhysBones, Contacts and VRC Constraints in worlds.
    • This was causing confusion and can be accessed via the .gameObject property anyway.
  • On contact receivers, the "Allow Self" and "Allow Others" options now only apply when the incoming sender is part of an avatar, meaning these settings are unused when dealing with a contact sender in a world.
    • Remember, you can disable "World" in "Content Types" if you don't want a receiver on your avatar to detect world contact senders.
  • PhysBones, Contacts and VRC Constraints now behave properly when used on a VRCPlayerObject.
  • PhysBones instantiated in a world using Object.Instantiate() now simulate properly instead of staying rigid.
    • Grabs and poses will not synchronize between clients on PhysBones that are instantiated in this way, similarly to how Udon behaviors on instantiated objects are also unsynced.
  • Fixed some entries in the Udon Class Exposure Tree showing as "not exposed" when they actually are. This mostly affected the recently added dynamics components.
  • Fixed avatar uploads failing with an incorrect "missing thumbnail" error if the upload process was interrupted part way through.
distant relic
#

<@&503009384968749076>

AAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

sorry, I was just a little excited. :3

open beta lmao

2025.4.2, build 1761. Feedback board.

Link for notes!

As a note, as was the case before, the Open Beta is still using Steam Audio!

Features

Group and Event Sharing

You can now share Groups and Events directly to other users or via Pedestals -- just like you can with Emoji, for example!

Sharing Groups and Events will not require VRC+, so go crazy and share all of the cool things that you’re interested in with your pals!

You can read more about this feature in our last Dev Update!

Group Discovery

You'll notice on the Groups tab that things look a little different. We've added a new flow to make finding interesting Groups a lot easier!

This is something we'd like to iterate on, so (as always) your feedback is appreciated. Go check it out and let us know if you find some cool new friends.

This is likely to run as a test once this patch leaves Open Beta... but Open Beta users will still see it!

Mutuals

Speaking of cool new friends... what if you could see who you had a lot of friends in common with in VRChat? Well, in this beta, you can!

You will see an added icon above users who you share one (or more!) connections with. You can then click on their profile where you'll see a new button, showing you specifically who you share in common.

You can also see what Groups you share in common with users.

And, because we know you'll ask, you will have the option to disable this (even if you aren't using the beta) via the website -- just in case you would like a bit of privacy regarding who your friends are. FYI: it's under the "Settings" section (the lil gear in the top left).

This is likely to run as a test once this patch leaves Open Beta... but Open Beta users will still see it!

Another Item Test!

This time... Items that disappear after they've been used. Make sure to read the description!

We'll be testing this with a new Item that folks in the Open Beta should receive: the Unstable Reference Cube.

Please try it out and let us know if it correctly obliterated into nothingness. Apologies for the bonus entropy. Well, unless you're Kyubey.

#

Changes & Fixes

  • Our Debug UI has received a major overhaul!
    • You can now open it from the Quick Menu. Check the bottom of the Settings tab for the "Toggle Debug UI" button.
    • It now works in VR and on mobile!
    • You no longer need the --enable-debug-gui launch parameter, it will always be enabled. The performance cost which made the parameter necessary previously has been removed.
    • The whole thing received a bit of a visual overhaul. For example, it now respects UI themes.
  • Added a new debug overlay: The VRC_UiShape debugger.
    • It can be enabled with RShift-Tilde-0, or via the dedicated button in the new debug UI.
    • When active, all interactable UI in your world will be highlighted.
    • On screen or on your hands (in VR) you will see the hierarchy path of whatever object you are currently pointing at.
    • This is gated behind World Debugging, of course.
  • Added a "Face Mirror Spout Stream" option in the Face Mirror category for PC.
    • Enabling this will send the contents of the Face Mirror to Spout, where it can be used by external tools like OBS. Vtubers rejoice!
  • Moved Explore Avatars out of the Avatars Tab and changed the Avatars Tab design to better match the other pages.
    • This is likely to run as a test once this patch leaves Open Beta... but Open Beta users will still see it!
  • The Inventory should handle longer names... better.
  • Improved cursor jitter when using Forced Camera Near Distance.
    • Floating point inaccuracies will still occur, but the near distance setting specifically should have less of an effect on UI usability now.
  • By default, VRC+ Gift Drops will only impact users that do not have an active subscription. Users will be able to toggle this behavior off, however, if they prefer.
  • Clarified VRC+ Gift Drop purchase text.
  • Gift Drop effects are now tied to the "Items" volume slider.
  • Increased range desktop users heads can visibly rotate up and down.
    • This does not affect how much a desktop user can actually rotate their head, just the visible range.
  • Fixed a bug that caused the World and Group stores to be shuffled every time the menu is opened.
  • Fixed the /avatar/change OSC endpoint only triggering when switching to a favorited avatar. It now also applies avatars that are recently used, uploaded by you, or purchased by you.
  • String and image download requests triggered via Udon now set their Accept headers to */* and image/* respectively, so the server handling the request can see which kind of content is being requested.
#
  • Technical improvements for UI shaders.
  • Minor UI fixes.
  • UI themes are now gradually transitioned to when they are hovered over.
  • VRChat Shop items with VRC+ discounts will now properly display the VRC+ logo next to their discounted prices instead of just text.
  • Particle systems attached to an avatar can no longer collide with objects on the Pickup, PickupNoEnvironment or Item layers if they also apply a physics force. This resolves an exploit that could render some worlds unplayable.
  • Items that are still being loaded now display their load progress the same way avatars do.
  • Fixed an issue where group owners/members with many events between all groups in which they are a member sometimes wouldn't be able to see certain events or link instances to them either.
  • Fixed VRCObjectSync transforms not respawning in their original location.
  • Fixed an invisible loading screen after visiting certain worlds.
  • Fixed the occasional issue where Unicode characters on the Live Now page fail to mask correctly, causing characters to float outside of the bounds of the menu.
  • Improvements to underlying networking code.
#

Known Issues

  • It's possible to get stuck on the "Connecting..." screen when entering an instance. We're working on it!
  • The "Uploaded Avatars" tab is missing.
    • Oh no.
      • Not again.
      • IT WASN'T INTENTIONAL. PLEASE DON'T SCREAM
weak raft
#

<@&503009384968749076>

We need to let out some Steam here, if that's the right way to Frame it. Time for a beta update. ||we are legally obligated to state that these patchnotes have nothing to do with the Steam Frame ||

Here's build 1762, available now on open-beta, and still using Steam Audio.

Feedback here, please!

New Ways to Gift!

When gifting any product from the store, you can now choose people in your current instance as recipients, even if they are not on your friends list!

Additionally, you can now gift Instant listings from world stores, if you want to spread some in-the-moment fun in your instance.

Changes & Fixes

  • Brought back the "Uploaded" avatars tab, and fixed avatars missing in the menu wings.
    • No, this was absolutely not intentional. Stop using it as ragebait on Twitter. You know who you are.
    • We put in even more safeguards to make sure it doesn't happen again, since it's happened like... three times. Sowwy 🥺
  • Spawned items no longer get stuck for remote players after their owner despawns them.
  • The VRChat client will now properly respect the "Show Mutual Friend Connections" setting made on the website.
  • Fixed how consumable Items are displayed in the Action Menu.
  • Fixed incorrect Items showing when filtering by "Effects" while editing Action Menu slots.
  • Fixed long product titles overlapping with other information on the listing details dialog.
  • Fixed a bunch of separator lines missing or being doubled up across settings menus.
  • Updated the application icon on the EAC launcher to match the new one we made.

Known Issues

  • It's possible to get stuck on the "Connecting..." screen when entering an instance. When it happens, you need to restart VRChat. We're still working on it!
distant relic
#

<@&503009384968749076>

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.

No, we didn't forget to fill it in, this is today's joke. Build 1763 is now available on open-beta.

As always, feedback goes in the square hole!

Changes & Fixes

  • Network stability improvements, including hopefully a fix for getting stuck on "Connecting...".
  • Fixed camera lens being incorrectly grabbable in "Default" anchor mode.
  • Pedestals are now visible from everyone by default, to make sharing a bit easier. You can still adjust this in the "Comfort & Safety" settings.
  • Fixed an issue with the Main Menu Mutuals list getting stuck in an overlapping state when hitting the back button after selecting a group or user.
  • The Shop page now defaults to the last viewed tab when opened via the Quick Menu or Main Menu.
  • Fixed quantity amount on purchases not showing and details text overflowing for purchases on the wallet page.
distant relic
#

<@&503009384968749076>

Here at VRChat HQ, work has been proceeding on the crudely conceived idea of an instrument that would not only provide inverse reactive current, for use in unilateral phase detractors, but would also be capable of automatically synchronizing cardinal-gram meters. Such an instrument, based on Unity technology, and controlled by VRChat Software, is - the VRChat Inc. Open Beta Encabulator.

With baseplates made of prefabulated amulite, build 1764 is now available wherever VRChat products are sold.

Prevent side-fumbling effectively with the modial interactions of the Canny board and magneto-reluctant stators. The panametric pham awaits your feedback.

Changes & Fixes

  • Fixed an issue that could prevent loading worlds with certain valid player object setups.
  • Preview images now show correctly in the "Selected Sticker" page.
  • The Mutual Connections window has been made more visually consistent with the rest of the UI.
  • Fixed missing "Spawned" indicator on items that have been. Well. Spawned.
  • Fixed the new item border on the Inventory screen only showing for emoji items.
    • Also adjusted its intensity a bit.
  • Buttons and other text elements found within the Main Menu User Details page now properly expand based on text length.
  • Fixed an issue where a blank Main Menu page would appear if you hit the back button after navigating to a group page from the Quick Menu's "Here" tab.
  • Platform compatibility indicators now properly show on world cells that appear within the Search Results page.
  • Fixed incorrect quantity text when viewing details for a notification about receiving a gift containing items.
  • Archiving an item now immediately updates the Item Wings.
  • Minor changes on a few VRC+ related loading screen tips.
  • Several fixes for the new Debug UI:
    • Performance improvements while viewing debug pages across the board.
    • Having the Debug UI open will no longer block interactions with world objects.
    • Some panels, like the row of buttons in the Log Viewer, will now stick to the top.
    • The "Player Info" overlay will now properly follow players and has returned to their feet as documented.
    • The "Scroll" functionality in the Log Viewer (scrolls to the bottom when a new line is printed) now works again.
    • Movement inputs (WASD, Joysticks) will no longer scroll the Debug UI to avoid accidental scrolling. The mouse wheel will still work, however.
distant relic
#

<@&503009384968749076>

Hey, listen! ✨ No, really, listen closely. This release brings some hefty Steam Audio improvements!

Build 1765 is now available on Quest and Steam open-beta channels.

As always, drop your feedback on our canny board. As a reminder, WE DO NOT TRACK FEEDBACK ON DISCORD! If it's not on Canny, we won't see it!

Changes & Fixes

  • More fixes to the Mutuals system!
    • Mutual group cells now have their own unique tooltip.
    • Fixed Mutual Connections buttons having an inconsistent disabled state.
    • Mutual names on nameplates will now be truncated to 20 characters.
    • Mutual badges on nameplates now correctly display in all scenarios (not just for users with an icon).
    • User icons in the Mutuals pop-up now fall back to avatar thumbnails if a user doesn't have an icon set.
  • More Debug UI updates!
    • Added "Local Movement" mode.
      • When enabled using the toggle in the bottom left corner, the menu will move with your playspace.
      • In VR, this behaves like the personal mirror in "Local" tracking space.
      • In Desktop mode, it behaves like a screen-space overlay. Use the TAB key to free your mouse and click on the menu.
    • You can now adjust the background opacity to make text as readable as you need it. Use the slider in the bottom left, it will save between restarts too.
    • In Desktop mode, the debug menu will now better scale based on your field of view and your window size.
    • Scaling your avatar will no longer respawn the menu.
    • You can now use the debug UI through walls, matching how it renders.
    • A few pages had minor layout updates.
  • Fixed the Main Menu Shop page sometimes not blocking world UI interactions.
  • Fixed a hitch when opening the groups menu.
  • The item quantity is now only shown if you already own the item when viewing item details in the VRChat Shop.
#

Steam Audio Improvements

We have spent quite some time on this update, including many internal and closed beta tests. We aren't certain yet, but it is possible that Steam Audio will ship to live with the 2025.4.2 release.

This means: GO CHECK YOUR CONTENT! If you have a world or avatar where audio doesn't work or sounds bad on open-beta, now may be your last chance to report it!

  • Improved how sounds closer than ~1m sound, which should help make distance judgements at that range easier.
    • In technical terms: Added a DVF-synthesized near field HRTF, and truncated it to 128 samples per HRIR for performance.
    • We also added "ILD nudging", which makes sounds directly next to you louder. For that "whispering in your ear" effect.
      • Strasz is going to cut your hair.
  • Adjustments to voice falloff curves.
    • The volume change based on distance for player voices should be "better", for some metric of good you choose yourself.
    • To compensate for higher-quality levels across the board on Steam Audio, we have also tuned our voice auto-leveller. This should help keep different voices at approximately the same volume.
    • Includes minor adjustments to voice compressor settings.
  • Voice directionality is now based on a physically accurate 3-band model, meaning people speaking away from you will sound "duller". This helps distinguish voices in busy instances.
  • Add near-field scaling based on avatar size. This means that sounds will now sound "close" a bit more consistently, regardless of how tall you are.
    • This also fixes a nasty "deadzone" for close-up sounds when using avatars smaller than 50cm.
  • Fixed a bug where custom falloff curves on avatar audio sources weren't respected.
  • Fixed an issue where (very) old worlds that were using ONSP Audio Source components directly (instead of VRC Spatial Audio Source components) would not have their audio sources converted correctly.
  • Enabled perspective correction.
    • This makes it so that the width of your window in Desktop (and soon mobile) will affect where sound is positioned spatially. For example, on an ultrawide display, people on the side of your screen should no longer sound like they are directly in your ear when you still see them "in front of you".
  • Fixed high memory usage when lots of AudioSources are in a world. This will be especially noticeable on Quest.
distant relic
#

<@&503009384968749076> <@&1145797715725385809>

Here's an SDK Release candidate, version 3.10.0-beta.1! This is the continuation of the 3.9.1-beta.2 release, but we bumped the version due to some incompatible code. We had plans to fix this, but this turned out to not be entirely possible.

We aim to ship this SDK to live next week, bringing its fixes to users before the [December 2nd pre-3.9.0 deprecation](#announcements message).

As a reminder, this SDK contains the highly requested fix for the issue where opening the SDK Control Panel will sometimes reset changes to your avatar. If you are worried about the upgrade requirement because of this bug, please give the beta SDK a try!

The full changelog is available on our beta docs page.

Fixes & Changes

  • Compatibility changes related to the PermissionFilter struct used by PhysBones.
    • New constructors have been added, including a default constructor that takes no parameters. These constructors set the contentTypes property to Everything, which resolves an incompatibility with some existing community packages.
    • The planned SDK release version has been moved from 3.9.1 to 3.10.0 due to remaining incompatibilities that we were unable to resolve sufficiently.
  • Fixed OnPhysBoneGrabbed() not receiving the player that initiated the grab when using ClientSim in a world project.
  • Resolved a case that would allow uploading an avatar with no thumbnail attached to it.

Known Issues

  • Avatars uploaded for Android with this SDK may have an issue where PhysBones in-game won't move. We're looking into it.

Problem Opening VRCSDK Builder page or changing the selected avatar will revert pose (transform) to rest pose defined in the 'Avatar' asset of the root

sharp tide
#

Greetings <@&503009384968749076> testers! As mentioned in our recent dev update we're starting up a new live compatible side-car beta test for Third-Person View on PC Desktop! We'd especially like to give world creators an early chance to try this feature in their worlds.

Where to access:

  • Right click VRChat in your Steam library -> Properties... -> Betas -> select 3p-beta
    • This beta is only available on Steam, and the feature only works in Desktop-mode

Where to share feedback:

How to use the feature:

  • You'll see some info popups at the top of your screen.
    • Please let us know if these were not clear enough to understand how to use it.
    • These popups will dismiss and not come back after you've seen them during two separate sessions (in other words they'll come back one time)

For world creators:

  • You can access the third-person camera via VRCCameraSettings.ScreenCamera to get its position and rotation etc
    • You can determine if a user is in third-person when VRCCameraSettings.ScreenCamera.CameraMode != VRCCameraMode.Screen && VRCCameraSettings.ScreenCamera.CameraMode != VRCCameraMode.FocusView in a future SDK update we expect to make VRCCameraMode.ThirdPersonView available, but for now the above check will work just the same.
  • If the feature is just a bad fit for your world, you can disable the feature on the official website's worlds section. Select your world and scroll down to the "Third-Person View Enabled" toggle

When this feature eventually goes live, it'll likely be via a staged experimental rollout, so if you want to be sure to try it early, this side-car beta is the best way. If you give it a try, please let us know how it goes!

distant relic
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<@&503009384968749076>

Is this thing on? Can you hear me? Well, now you can hopefully, with build 1766.

This open-beta update fixes audio on Quest, which was made substantially worse by the update last Friday. Sorry! Please do not base your impression of Steam Audio on how things sounded this weekend. It should be a lot better now!

Fixes & Changes

  • Fixed the color picker for inventory items not opening correctly.
    • You can make the Groan Tube your favorite color again.
  • Steam Audio:
    • Fixed audio settings on Quest. It should be back to how Steam Audio is supposed to sound.
    • Added per-ear HRTF interpretation for very close up audio sources. Things right in your face should sound a bit more... in your face now.
    • Fixed an issue around microphone input incorrectly being hard-clamped.
    • Reduced perspective correction in Desktop mode a bit, to not be too aggressive.
    • Fixed an issue where ONSP sources with a very large "Far" radius were too quiet.
    • Slightly tuned the mid and high frequency range to be a bit less intense on "s" noises and such.
      • Sssssssssssssibalance~
distant relic
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<@&503009384968749076>

A candidate? A candidate for release? A build specifically made to be a candidate for release? Yes, that's exactly what VRChat build 1767 is, bringing us close to the end of the last release cycle for 2025!

And yes - this is a release candidate for Steam Audio too! 🎉

Get your last remaining feedback in, over on our open-beta feedback board!

Changes & Fixes

  • Steam Audio:
    • Fixed ambient noises in some worlds being too loud.
    • Fixed perspective correction being too aggressive in desktop mode. Sounds on the side of your screen should no longer spatialize directly ahead of you.
    • More falloff, compressor, and overall EQ tuning for voices. Should help with listening fatigue on some headsets.
    • Reduced voice directionality, especially to the sides, to avoid issues with low frequency coverage on certain HMDs.
  • Debug UI:
    • Fixed "Log Viewer" not always scrolling to the very bottom in "Scroll" mode.
    • Fixed Net Objects page getting stuck in certain edge-cases related to world setups.
  • Fixed very quiet microphones cutting out in some cases.
  • Fixed the red notification dot showing on the Wallet menu even when no subscription was expiring.
  • Fixed artifacting on Depth-of-Field post processing.
  • Fixed Ambient Occlusion post processing having an incorrect distance offset in some worlds.
  • Fixed unnecessary Z offset on dialog windows.
    • This caused the cursor to appear to float on top of dialogs.
    • We also suspect that this caused some occasional incorrect Z-layer artifacting with certain menu graphics.
  • Fixed an unnecessary delay occurring for some users after clicking the "Join" button or entering a portal.
  • Fixed a regression that meant VRChat didn't always shut down cleanly on PC.
    • This also restores the black fade when closing the app.
  • Reworded the Mutual Connections button in the case that you do not share any mutual friends or they have opted out.
  • We've renamed the "Allow Users to See Mutuals" toggle setting to "Show Mutual Connections" and have updated the alert messages that appear after modifying this setting to be more relevant to the feature.
sharp tide
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(Quick non-pinging update) the Third-Person View beta has now been updated to include the 2025.4.2 changes

sharp tide
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Greetings <@&503009384968749076> testers! The side-car beta for Third-Person View on PC Desktop has been updated with the following changes:

  • Included all changes in the 2025.4.2p1 live update
  • Fixed free rotate moving with the mouse when the Action Menu was open
  • Fixed popups such as the "disconnected" notification being too far away
  • Fixed misaligned selection of user capsules off to the side when the QuickMenu is open
  • The new Debug Menu will stick to the third person camera better.
    • You'll still need to zoom back in to first person to use the TAB key to free the mouse.
    • Also for scrolling the Debug Menu, you'll need to hold ALT to prevent conflict with third person zoom.
  • Slightly limited how much your avatar can tilt its head down while in third person (no more sadCat staring at the floor)
  • Integrated with Steam Audio for perspective correct audio with the third person camera (including in free-rotate).
    • This means viewing your avatar from the front will no longer seem to have sounds left/right reversed.
    • Things will roughly positionally sound like they're coming from where you see them on the screen, but the loudness will still depend on distance to your avatar

Reminder on where to access:

  • Right click VRChat in your Steam library -> Properties... -> Betas -> select 3p-beta
    • This beta is only available on Steam, and only works in Desktop-mode

Where to share feedback:

sharp tide
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(Non pinging small update for 3p-beta) Fixed text and icons on the photo/stream camera appearing backwards when using Third Person View

sharp tide
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(Another non pinging small update for 3p-beta) When the new Debug UI is open, if you are in first-person mode, scrolling down will no longer engage third-person. F5 will still function to toggle into third-person

sharp tide
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Small (non pinging) update for 3p-beta:

  • When using free-rotate, your avatar will not be forced to reset its facing direction whenever using the Quick Menu, Main Menu, Photo/Stream Camera, or Chatbox. (You should be able to do more things without your avatar turning around). Left clicking on the world without a menu open will still cause your avatar to face in the direction of your camera's view (this is intended to prevent interacting with things behind your avatar).
  • General reworking of some of the coding of the feature that should not affect any behavior. If you notice unexplained changes since the last update, please let us know in #third-person-beta 🙏
sharp tide
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Small update for Third Person View (3p-beta):

  • Some of the game worlds which were broken while joining in VR on this branch should be fixed now
  • The text above portals should now correctly face your view rather than your avatar
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Extra Bonus Update for all <@&503009384968749076> testers (not just Third Person View users):

  • For all users, even those not using 3p, we have a bonus test on 3p-beta: We're testing some changes that may improve network stability. So if you've been having issues with network stability on live, even if you're in VR / not using 3p, give the 3p-beta branch a try!
    • Note: one part of these changes means the network latency measured and displayed in the UI will be inaccurate. It may display values much higher than your actual latency. This is a visual issue only and the real latency you experience is not affected.
sharp tide
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Very small update for the 3p-beta branch:

  • Small incremental update to the network stability improvements. (See above for info on this bonus test)
distant relic
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<@&503009384968749076>

OPEN BETA, BABY. WE'RE BAAAAA -- trips, knocks over six unimportant (trust) server racks, puts a hole into a wall, lands on the load-bearing ficus, catches on fire for seemingly no reason, explodes (gently) CCCCKKKKKKKKKKK

This is 2026.1.1, build 1780 -- now in Beta. For Testing!

You can find the full notes here, as always.

Features

World Favorites Increase

This beta includes support for doubling the amount of world favorites for VRC+ subscribers! While it's likely that this will make it to live, it will probably be disabled at first -- so please keep in mind you might not have access to all your additional favorites when 2026.1.1 releases.

We also added in some QoL changes for organizing your world favorites. Go look at Changes & Fixes to see them.

Group Progress Bar

We're experimenting with a new progress bar for users who have joined fewer than 15 groups. If you haven't joined that many groups yet, you'll see a bar on the Groups page that tracks your progress.

Essentially, we'd like to encourage newer users to try out features like Groups, so we're trying to gently nudge them to... well, do exactly that!

There is no "reward" for completing this, uh, challenge. The stakes have never been lower! (There is a little fanfare for completing it, though -- but, like, that's just for fun.)

As with previous experiments, you may not see this change if you are not in the test cohort!

Group Auto Invitations

Another experiment! If you hang around in a Group instance for a long enough period of time, you may receive an automatic invitation to join that particular group.

This only applies to groups that are public with open invitations enabled. You (and the group!) will have to be in the test cohort for this to trigger.

Likewise, if you make a friend in a Group instance (under the same conditions!) you might also receive a group invitation.

If you'd rather not see these automatic invitations, you can toggle them off! Go to Settings -> User Interface -> Notifications -> Automatic Group Invitations.

As with previous experiments, you may not see this change if you are not in the test cohort! This also means you will not see the option to disable this in your client, as you shouldn't be seeing these anyway!

Live Now... for Everyone!

The Main Menu "Live Now" tab and Quick Menu Launchpad redesign has been rolled out to all users!

This was introduced in the previous patch, but should now be turned on for all users.

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Changes & Fixes

  • Added a "Quick Join" button for Groups in the Explore Groups tab.
  • Made tweaks to Shop text, explaining listings with more clarity.
  • Fixed the IsAnimatorEnabled avatar parameter not being set back to true when it should be, in some cases involving particle systems.
  • Updated both the client and the website phrasing to help users understand what cancelling a subscription immediately entails.
  • Fixed PhysBones regression which caused bones resting on PhysBone colliders to jitter.
  • Various world favoriting improvements!
    • Added the ability to move worlds between favorite lists.
    • Improved the design of the world favoriting modal in the Quick Menu and Main Menu.
    • Improved the design of the world favorite lists sidebar elements.
    • Improved the design of the UI used to edit a world favorites list.
    • Soon. 👀
  • Fixed a bug that would prevent users from being able to select other users while using the Quick Menu.
  • Warp effects are now spawned when closing the client.
distant relic
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<@&503009384968749076>

Fresh. New. Exciting.

Invigorating.

That's what this Open Beta update is. Trust.

This is 2026.1.1, build 1781

You can find the full notes here, as always.

Changes & Fixes

  • Added the Performance Debug Dashboard. Use Right shift + ~ + 1 to open the debug menu, then click the new "Performance" tab.
    • This allows you to create and customize a performance dashboard, which can chart a wide variety of useful metrics.
    • This was actually in 1780, it just wasn't mentioned!
  • The "Error World" has been updated. It's cool now.
  • Fixed a bug that would reset the Worlds tab back to VRCat's Variety Box after removing an unavailable world from a favorites list.
  • Fixed a bug that could prevent the Worlds tab from re-populating after editing favorites via the World Details page.
  • Fixed a regression related to Warp Effects that could cause nameplates to be hidden on other users when they shouldn't be.
  • Fixed a regression that prevented some worlds from loading properly.
  • Prints are now easier to drop gently in place, without drifting.
  • Fixed an issue that caused Main Menu tabs to fail to load, after switching between them very quickly.

Known Issue(s)

  • Sometimes, when editing your favorited worlds list(s), you might experience hitching.
sharp tide
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The Third Person View sidecar beta (3p-beta) has been updated:

  • 3p-beta is now based on the same version as the current Open Beta (2026.1.1)
  • When taking a screenshot via the Quickmenu while in third person, the correct viewpoint will be used (previously first person was used)
  • Small incremental update to the network stability improvements. (See previous 3p announcements for info on this bonus test)
distant relic
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<@&503009384968749076>

2026.1.1 build 1782.

It's not just another open beta build.

It's pure rocket fuel. It's 120% of your daily energy needs, powered by an undisclosed blend of taurine, ginseng and some other things we're not legally required to explain.

Experience the jolt of undiluted Open Beta surging through your veins. Be uncomfortably energetic. Then maybe channel it all into a bug report or two.

Changes & Fixes

  • World Favorites lists 5-8 are now selectable in the Wing menus.
  • Fixed an issue that could sometimes cause the Main Menu's background to disappear.
  • While filling out a report in the Quick Menu, clicking outside the keyboard to dismiss it will no longer leave you stranded in the Main Menu.
  • Fixed a bug that caused the Quick Menu's report page to not close correctly when pressing Escape.
  • Fixed an animation issue that could cause the keyboard to get stuck outside the menu's frame.
  • Fixed a bug that could cause the wrong information to display after clicking an Event's Join button.
  • The radio buttons in the Quick Menu's Report flow make noises again. (They will not be silenced!)
  • In the Debug menu's Performance tab, the data fields now show the latest sampled value (Cur).
    • Also, the Min/Max fields now display the limits of the displayed data, rather than the edges of the graph.
  • In the Debug menu's Log Viewer tab, the header is once again anchored to the top of the window.
  • Portals now display properly when they lead to a world with an empty name.
  • Fixed an issue that caused placeholder text to appear in the info banner displayed for locked Avatar Favorites lists.
sharp tide
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The 3p-beta has also been updated with the above changes from Open Beta build 1782

distant relic
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<@&503009384968749076>

You thought you'd make it to the weekend without a new open beta build, did you? Well, we weren't completely sure ourselves, tbh. 😅

But here it is!

2026.1.1 build 1783 is a release candidate, and hopefully a little more comfortable to hang out in!

Changes & Fixes

  • Fixed an issue that was causing framerate hitches every couple of minutes, which would get progressively worse over the course of a session.
    • Especially on Quest.
  • Performance sampling is now disabled by default, and can be toggled directly from the Performance Debugging UI.
sharp tide
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The 3p-beta has also been updated with the above changes from Open Beta build 1783

sharp tide
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Temporarily reverted the bonus networking test on 3p-beta

distant relic
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<@&503009384968749076>

hi open beta folks! here's what changed between the last open beta version(1783) and live (1784):

  • Fixed a regression causing VRCHeadChop to behave incorrectly with certain avatar setups.
  • Mutuals is now fully enabled, no more weirdness with it not showing up for some users.
    • As always, you can still opt out via the settings menu.
  • Fixed another issue that periodically caused large single-hitches when opening the Profile in the Main Menu.
  • Fixed a crash that happened while clicking buttons on the Performance debug page after disabling sampling.
  • Various performance improvements.
sharp tide
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<@&503009384968749076>
Small update regarding Third-Person View:

  • We had activated an A/B experiment giving some people on the live release access to this feature, however we've decided to temporarily deactivate this experiment to address a few issues.
  • The 3p-beta branch available here will remain active for continued testing.
sharp tide
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<@&503009384968749076> The 3p-beta is now updated to the same version as the current live release (2026.1.1p1). Here's a reminder of the Third-Person View related changes:

  • If the Third-Person View setting is disabled, you can no longer switch into it by "zooming out" with the scroll wheel.
    • You can still zoom in and out of 1P mode via the scroll-wheel, but if you "disable" 3P via the F5 toggle (or main menu graphics settings toggle), the scroll-wheel behavior will remain disabled until you toggle 3P mode back on via the F5 (or main menu) toggle.
  • Holding ALT to push/pull held objects is now only necessary when the Third Person setting is enabled.
  • Added some contextual alert messages to help clarify these rules.
  • Fixed some edge cases involving cursor selection while Third Person is active.
    • These were mostly related to some item interaction and placement distance thresholds that depended on the distance to the 3P viewpoint rather than the distance to the avatar.

As a reminder, ⁨F5⁩ toggles Third-Person View, the scroll wheel adjusts distance, and TAB allows free rotation. If you press TAB while already walking, you can free rotate while you walk too!

sharp tide
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Greetings <@&503009384968749076>! Another 3p-beta "bonus" test! If you know anyone who uses PSVR2 in SteamVR, we'd like your help. Please ask them to try the 3p-beta in VR and see if VRChat is working in "OLED friendly mode". In this mode the mic icon is thinner, more transparent, and fades away quickly. Please let us know if this works now in 3p-beta on PSVR2. 🙏

Edit: if the test is successful PSVR2 should always be in OLED mode, unable to turn it off. For other non-OLED headsets it's optional.

Edit2: Updated 3p-beta one more time (first version of the PSVR2 fix didn't work but we figured it out thanks to the testers). Thank you to everyone who took the time to help out!

weak raft
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<@&503009384968749076>

strasz is gone so im POSTING!!!!!!! its MY TURN TO POST!!!!!!!!

This is 2026.1.2, build 1796 -- now in Beta. For Testing!

You can find the full notes here, as always.

Features

Discord Friends

If you use the "Login with Discord" feature, you'll now be able to see your Discord friends in VRChat. You'll see all of them under the Social > All Friends tab.

  • If a Discord friend has a linked VRChat account, you will be able to view their profile, send them a friend request and/or a Discord invite.
  • If a Discord friend has no known linked VRChat account you will be able to send them a Discord Invite to join VRChat.
  • Discord friends will have a Discord icon displayed on their user cell in the UI.
  • Discord friends will have their status display updated based off their Discord status.

This feature only works if you have logged into the current VRChat session using Discord. If you've linked Discord to your account, but still use some other login method (email/password, Steam, Meta) to log into VRChat, then the Discord features won't work.

There is a new Allow Discord Friends setting under Comfort and Safety to opt out of the Discord friends features and prevent your VRChat account from being shown in other users' Discord friends list. You can also turn off Allow Discord Friends via the VRChat Home website.

If you've previously logged in with Discord, you will see a prompt on the Quick Menu letting you know about this feature, and give you the option to turn it off.

In addition, since we had to add some new permissions to our Discord login integration, you will be prompted to re-log in and accept these new permissions. It only takes a sec.

Changes & Fixes

  • Easier Event Instance Linking: You can now link an event to your Group instance after you created it!
    • In the future, our UI and discovery flows will prefer events that have a linked instance. So you should do it!! Link the instance!!!!!!!!!
  • Added a "Random" option to your cosmetic inventory item categories.
    • What kind of portal are we getting this time? No one knows! Chaos mode!
  • The Shop now features a 3D preview of the thing you're looking to buy! (Portals, Items, and so on.)
  • Fixed an issue with the "Show Mutual Connections" button in the Quick Menu Selected User page sometimes showing as active, yet remaining unclickable when users changed their Mutual Connections setting state.
  • Fixed an issue where the Personal Mirror's Immersive Move distance adjustment was too slow.
  • Improved initial startup speed (the black or white screen before the music starts).
  • Fixed an issue that could cause VRChat to hang on a black screen instead of closing on some systems.
  • Fixed issue where pickups with AutoHold set to Yes which were deactivated through a script instead of dropped, would leave the user's hand in a 'held' state and block further interactions until the Drop action was triggered by the user.
    • Things got a little sticky. Wash your hands.
  • Added a new Debug UI Page: Audio Sources!
    • This will show all AudioSource components in the current world, provided you have world debugging permissions.
    • It includes some pretty specific information about our Steam Audio near-field enhancements, as well as general information about playback, distance, conversion state, and perspective correction.
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  • For OSC Tracker fans:
    • The "single message snap alignment" OSC Trackers feature previously only worked for rotation. It will now work for position as well.
    • For OSC Trackers app makers: OSC Tracker data sent as a single pulse to /tracking/trackers/head/position will allow snapping the OSC tracking space into alignment with the user's head position, just as a single pulse /tracking/trackers/head/rotation data already aligned to the user's head rotation.
  • Fixed a Camera Dolly bug where multi-stream cameras on animation paths with different durations weren't updating while waiting for other cameras.
  • Fixed Camera Dolly multi-stream cameras not providing an alpha layer to Spout.
  • Increased the resolution of the Face Mirror in desktop mode.
    • It will scale with the displayed size, up to 2048x2048 pixels.
    • When streaming via Spout, it will always be at max resolution.
  • Clicking on a World or Group cell in the Marketplace World Stores or Group Stores section will now open to the corresponding World Store or Group Store section in the menu.
  • Fixed the "Date Added" setting for World Favorites. It should now, as expected, sort worlds based on when they were added to the list.
  • Fixed audio popping related to toggling avatar audio sources rapidly with animations or VRC_AnimatorPlayAudio.
  • Fixed an issue that sometimes caused Palette colors not to be applied properly to the menu backgrounds.
    • No more accidental Windows 98 menu theme!
  • Added the --error-world command line parameter, for when you really want to experience issues. (it sends you to the error world)
  • Fixed an issue with "callout" text (the yellow bits that draw your attention to something!) sometimes being blurry.
  • Shop UI adjustments.
  • Localization updates.
  • Live Now UI adjustments.
  • Safety and security improvements.
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<@&503009384968749076> <@&1145797715725385809> HA HA SECOND PING FOR OPEN BETA ENJOYERS

SDK Version 3.10.2-beta.1 brings a large amount of fixes and UX improvements, alongside several new Udon APIs.

These features are in beta!

New Udon APIs will require client version 2026.1.2 or higher, which is currently in open beta.

These features may have bugs, if you encounter some please report them on our open-beta feedback board!

The web version of these docs are here.

Features

  • Added EventTiming.PostLateUpdate and EventTiming.FixedUpdate as available timing options for delayed custom events in Udon.
  • Added the option to read and filter client log files within the SDK.
    • You can find this utility under VRChat SDK/Udon Sharp/Parse Logs from File.
    • Special thanks to "BobyStar" for this canny!
  • UX improvements for the Avatar Expressions Menu editor:
    • Since controls always set their associated parameters to zero when they deactivate, the SDK now warns you when you try to set the activation value to zero, too, because this would mean the parameter's value would never move off zero - which is probably not what you want.
    • When targeting a Boolean parameter, the Value attribute is now hidden and is always treated as enabled, since that's the only option that works for a Boolean (true when activated, false when deactivated).
  • Added a parameterless version of VRCPlayerApi.GetPlayers() that returns an array of the players currently in your world.
    • The version accepting an array of players to populate also remains available, and is still preferred when getting the current list of players very regularly (for example, every frame) due to memory allocations.
  • Added matchingTags to ContactExitInfo. This means you can now check what tags a VRChat Contact Sender and Receiver have in common as they stop contacting each other.
    • Previously, this was only available when the contacts started contacting each other.
    • Check the Udon API documentation for details.
  • Avatar Parameter Drivers now support preventing repeats when selecting random values, meaning the parameter will never be set to the same value twice in a row.
  • The properties enabled and isActiveAndEnabled have been allowlisted for use in UdonGraph and UdonSharp. This applies to everything that derives from UnityEngine.Behaviour, which includes the majority of custom and built-in components.
    • Known limitation: Accessing enabled or isActiveAndEnabled on a field serialized as a Behaviour will not work if the component being targeted is derived from UdonSharpBehaviour. You should instead declare the field with your own custom U# type.
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Fixes & Changes

  • In the "Authentication" tab, pressing the "Enter"/"Return" key after entering your username and password now logs you in.
    • We also shifted things around slightly to make it less likely that you accidentally hit "Logout" while trying to verify your 2FA code.
  • Removed redundant spaces that were included when serializing a data list or data dictionary to JSON with the Minify export type using VRCJSON.
  • VRCJson.TryDeserializeFromJson() now always returns false instead of potentially throwing an exception if the input cannot be deserialized.
  • Fixed DataDictionary sometimes failing to get a value if the key is a data structure like Vector3Int.
  • The VRCMirrorReflection component now instantiates non-editable materials instead of changing the original material directly. This means the component no longer modifies the default material built into Unity when it is added to a Unity primitive.
  • Passing VRChat Contact Sender or Receiver proxy objects to Utilities.IsValid() now gives accurate results based on whether or not the proxy is still valid.
  • Fixed VRChat Constraints sometimes failing to appear properly in the inspector when viewed as prefab overrides.
  • Added a validation hint to disable the "Auto Roll" option for particle systems in worlds, since this can be immersion-breaking for users in VR.
  • Fixed VRCPickup's "Use Text" inspector field not appearing consistently.
  • Fixed an issue that could result in the VRCFallback tag being set incorrectly on materials after using certain community packages, which could then result in the materials not appearing correctly inside VRChat.
  • The SDK no longer reverts changes made to the default world scene and UdonSharp utility scripts when you delete your world project's Library folder.
    • Additionally, UdonSharp utility scripts that come with new world projects will no longer be recreated if you delete them, provided you don't also delete the data locator next to them.
  • Removed some empty entries in the default expression parameters set included in the SDK's samples.
  • Fixed validation messages being generated against the wrong platform in avatar and world projects if any assets have platform-specific overrides.
  • Fixed PhysBones regression which caused bones resting on PhysBone colliders to jitter.
  • PhysBone roots can now be multi-edited.

Known Issues

  • In rare cases, you may see an "All pipe instances are busy" error while building. This is a Unity issue - restarting your editor and trying again should fix it.
sharp tide
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The 3p-beta has just been updated to the same version as the current Open Beta (2026.1.2)

distant relic
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<@&503009384968749076>

It's time for a change. Log. A change-log. A 🪵 of changes. Changes that are in VRChat 2026.1.2, build 1797, now available in open-beta!

As usual, drop any feedback or bug reports on our open-beta feedback board!

Fixes & Changes

  • Fixed VRC+ image attachment dialogue for invites and replies.
  • Discord friends will now respect the selected list sorting option.
    • Users with full VRC accounts will appear before Discord-only friends.
  • Minor visual and design changes for the Discord friends feature.
  • Fixed an issue where instances linked to an event would sometimes fail to display on the Instances tab when viewing a group (usually when switching between different groups).
  • Fixed a bug where updating an instance's linked event did not show correctly when clicking the Link Event button again.
  • Fixed Sharing Pedestals failing to correctly load the thumbnail images of Events & Groups.
  • The header on the Worlds page in the Main Menu now appears correctly when the page is first shown.
  • The free-form description field in the reporting flow is now wrapped and scrollable for easy reading.
  • Fixed internal exceptions thrown when destroying a PhysBone that is the parent of one or more VRChat Constraints.
  • Fixed an issue with realtime lights on default and custom stickers causing transparency to display incorrectly.
  • The Toon Standard shader and its Outline variant now set "RenderType" = "Opaque".
    • Shader nerds rejoice.
  • Improved stability of notifications (websocket connection).
  • Safety & Security improvements.

Special Note for AMD GPU users!

  • Disabled 2 workarounds for broken AMD graphics drivers, as recent updates appear to have fixed these.
    • Hardware video decoding is now enabled by default.
    • The --disable-amd-stutter-workaround launch parameter has been changed to --enable-amd-stutter-workaround, and the default behavior is now to never use it. You may notice minor performance improvements on AMD GPUs in VR.
    • ⚠️ Update your AMD drivers if you encounter issues with video playback or stutter in VR! If you're still having trouble (that you don't have on live), open a canny with your driver version and specific GPU hardware please.
distant relic
#

<@&503009384968749076>

Changerino Loggerino is here to update you about build 1798-erino from VRChat-erino. Mamma Mia.

Feedbackerino goes on canny-erino.

Fixes & Changes

  • Discord Friends updates!
    • You can now see your Discord friends in-game even when not logged in via Discord in the current session.
      • As long as you have linked your Discord account in the past, you can log in with a VRChat account, Steam, Meta, etc. and the feature will still function.
      • If you revoke access from Discord's side, we will prompt you to reauthenticate.
    • Discord profile pictures are no longer shown in VRChat's menus. Instead, the Discord logo will replace them.
    • Sending a Discord invite will now show a little alert to tell you if it worked.
    • Improved Discord status mapping: We now map Idle and Do not Disturb statuses to VRChat ones too.
  • After many tribulations and unironically fixing 10-year-old code written by our CEO himself, we have managed to resolve one of the longest-standing, unabashedly game-breaking bugs plaguing VRChat: The login screen is no longer off-center by -0.007 units to the left.
  • The Boops popup in the Quick Menu no longer has a gap at the top.
  • Fixed a bug that would cause the "Create Sticker" modal to be broken after the first use.
  • Fixed searches from the Worlds or Social pages failing on the first try.
  • Fixed an issue with Marketplace previews where audio would continue playing after switching gallery entry.
  • Added the same legacy transparency workaround from the personal mirror to the face mirror. Fixes some avatars not showing up in face mirror.
  • Fixed some fallbacks turning to robots incorrectly.
    • We're still working on a final fix here, bear with us if you still see issues.
  • Safety and security improvements.

Known Issues

  • Some avatar shaders with specific transparency setups may now show artifacting in the Face Mirror. The fix mentioned above exposed a second bug that was incidentally hidden so far, we'll fix that one next!
sharp tide
#

The 3p-beta has been updated. It's now once again based on the latest Open Beta version.

Additional changes:

  • Fixed a regression that had caused audio spatialization to not respect the 3p view position
  • Updated the bonus network test
  • Finished the PSVR2 OLED mode testing that was previously mentioned (those changes are no longer being testing in 3p-beta). Thank you to everyone who helped with that bonus test 🙏
distant relic
#

<@&503009384968749076>

VRChat Inc. Releases AMAZING New Open-Beta UPDATE - not clickbait! You will not believe what they put in this update. Check out the TOP 7 CHANGES in build 1799 EXCLUSIVELY here with us!!!

VRChat wants you to do WHAT?! You heard that right, VRChat wants you to put issues and bug reports on THIS canny BOARD!

BREAKING NEWS! Our sources say, "This is a Release Candidate!" Go test!!

Top 7 CHANGES and FIXES ⏰

  • Sticker & Emoji descriptions are now displayed in inventory details.
  • Fixed an issue that caused warp effect audio to play during the loading screen when traveling between worlds.
  • Fixed an issue where updating the linked event for an instance did not show correctly for the user who made the change.
  • Attempting to join an event with multiple instances now sends you to the Group Instances page for the hosting group.
  • Fixed minor artifacting on the face mirror with some transparent shaders.
  • PlayStation VR2 is now correctly detected as an OLED display.
  • Added a new clock. 🗓️
sharp tide
#

3p-beta is now updated to the same build as the current live release: (2026.1.2, build 1800)

wise furnace
#

There were no user-facing changes in build 1800 relative to 1799, the last release candidate. For those who care ^^~

sharp tide
#

3p-beta is now updated in line with 2026.1.2p1

sharp tide
#

3p-beta is now updated in line with 2026.1.2p2

distant relic
#

<@&503009384968749076>

2026.1.3! Build 1814 that's right, we've got a brand new Open Beta for FIS-- er, I mean VRChat! We've got some new features, a handful of fishes... ahem fixes, and a few surprises.

We caught a big one. Many big ones? We even made a Developer Update video about it.

See below!

Full beta notes here.

Features

Avatar Accessories!

Avatar Accessories are... exactly what they sound like! They’re accessories that you can put on your avatar: think a hat, or sunglasses, a halo, a tail, or… well, you get the idea. There’s a lot you could do with a system like this!

But let’s just cut to it: yes, you can put cat ears on any avatar. Or Googly Eyes.

No, seriously – any avatar. If you can use the avatar, you can throw Accessories on it.

Want to know more? Check out the Developer Update video below!

There are a few test Accessories in the Open Beta! Test them out. Obviously, we'll have a lot more things in the (real) launch... but uh, play with some eyes. and a sphere. and a cube.

https://youtu.be/Clk2OhiWphg

Avatar Accessories are now being tested in Open Beta... right now! Go test it and help us figure out what works and what doesn't.

There are a few test Accessories in the Open Beta! Test them out. Obviously, we'll have a lot more things in the (real) launch... but uh, play with some eyes. and a sphere. and a cube.

VRChat - https://vrchat.com
Bl...

▶ Play video
#

Loading Screen!

That's right -- you can now change your loading screen! You do this via your Inventory, where you can equip whatever Loading Screen you'd like.

In the Open Beta, you'll have to be a VRC+ Subscriber to see this. Why? See below!

VRC+ Exclusive Inventory Test

We have a test for "Exclusive" Items (and other fun oddities) in this Open Beta. You'll see these listings first in all of the respective categories (Emoji, Stickers, Items, Cosmetics, etc).

You'll also (if you have VRC+) have access to the aformentioned loading screen + an exclusive Reference Cube.

As a note, both of these things will disappear after the Open Beta ends. They're just for testing!

#

Impostor Updates!

We've given Imposters some new polish!

First: for any Impostors generated up until this point:

  • On PC, they'll now use Bicubic filtering on the alpha channel to prevent 'blocky' outlines.
  • The also now do a much better job of avoiding sampling neighboring pieces while rendering.
    • This is why you'd see floating lines of pixels sometimes.

On Impostors generated after this beta goes live:

  • We've done some magic on the backend to preserve 2.5-4x of the depth precision, as well as more evenly preserving it for a total of 5.5-8.8x the precision!
  • We solved a bug where depth captures had ~8cm of wiggle room added to the capture that wasn't accounted for in the end reproduction.
    • This was why some Impostors can look 'squished' relative to the overall mesh.
  • Use a more conservative downscaling to avoid harsh pixelization.
  • Now, we ensure all tris have their long side facing away from the center of the quad, making pieces smoother and less zig-zaggy.
  • We've updated our texture compression to be more perceptually-based to improve color quality.
  • Finally, we've improved edge-extension to be more precise, meaning you should rarely see a piece that appears to stretch backwards a distance.
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Changes & Fixes

  • Slightly changed mirror render timing. You shouldn't notice this one, but let us know if you encounter any issues with mirrors.
    • They now render in Camera.onPreCull instead of OnWillRenderObject.
  • Shop UI Changes!
    • Added a new navigation sidebar to the VRChat Exclusive Shop tab.
    • Updated the banner layout on the same tab.
    • The Quick Menu "Shop" Button will now show a "New" indicator when the Shop is updated.
  • The Camera's Move Speed slider has been tweaked so slower speeds are easier to control.
    • Likewise, the slider value should show one decimal instead of a rounded integer value.
  • Discord friends now has its own section / tab on the Main Menu Social tab when the feature is enabled to make it easier to find.
  • Improved Discord rich presence display.
    • It should now (correctly) display the instance size.
  • Emojis categories in Boops and Wings don't suffer from duplicate emojis appearing anymore.
  • Refactored logic for hiding on-screen Canvases (world HUDs, etc.) when a VRChat menu is open.
    • Improved performance in worlds with many screen-space canvases.
    • Fixed an issue that caused canvases rendering to world cameras to be affected incorrectly.
    • Fixed some timing issues that could cause flickering canvases or some HUDs not being reenabled correctly.
  • We've removed the Download Prioritization options.
    • From what we could gather, the vast majority of people never touched these settings, and those that did would just turn on "prioritize friends" and leave everything else alone.
    • In the interest of decluttering our options menus, we've set it up just that way!
    • TO BE CLEAR, THIS MEANS IT HAS NOT BEEN DELETED AS A FEATURE. WE JUST TURNED THIS SETTING ON FOR EVERYONE. :3
  • Fixed avatars sometimes still displaying real time lights while hidden by distance.
  • Fixed an issue that caused some world lights to affect 3D object previews in the Main Menu.
  • Fixed minor issue where transparent shaders could look different in the Face Mirror vs the Personal Mirror.
  • Fixed a regression causing avatar and item loading bars to be shown incorrectly when loading many at once.
  • Fixed a minor text-collision issue on the Main Menu Avatar Details Download Size text field.
  • The "Net Objects" debug page now displays incoming and outgoing data rates separately.
  • Fixed the Recently Used Avatars tab not sorting avatars according to whatever setting the user has selected.
  • Shop listings will now show Publisher information if relevant, just like Avatars and Items.
  • Inventory tooltip fixes.
  • Improved responsiveness of scrolling menu content.
  • Slight Quick Menu Performance improvements.
  • Safety and security improvements.
distant relic
#

<@&503009384968749076>

We have been busy! Way too busy honestly. Oh god we've been busy. But for you that's a good thing, as we have a ton of fixes coming your way in build 1815!

As always, put feedback and bug reports on our open-beta canny board!

Fixes & Changes

  • Fixed a bug that caused pages in the Quick Menu to overlap each other, usually while selecting objects or users in the world.
  • Fixed a bug that prevented Groups from loading correctly in the Quick Menu's report flow.
  • Fixed an issue that could lead to softlocks (getting stuck on a black screen) or failed world joins after using Accessories.
  • Overall stability improvements to VRC+ exclusive items.
    • Clicking on a spawned item should now always show the correct owner.
    • You should no longer be incorrectly prevented from spawning a VRC+ exclusive item when others have also spawned it.
  • Several fixes to mirrors.
    • Fixed mirror components set to "Disabled" state not actually stopping to render, causing performance drops.
    • Similarly, fixed mirror components viewed from behind not stopping to render.
    • Fix cutout mirrors in some worlds turning cyan while using the Look Editor.
    • Ensured the mirror and camera shader globals are consistent with Live again.
  • Nameplate height is now affected by worn Accessories.
  • Fixed avatar preview disappearing after saving a look on the "Accessories" page.
  • Fixed elements on the Accessories overview page no longer being selectable after opening the "Info" page for one of them.
  • Disabled LOD groups for Accessories while they're being viewed in menus.
  • The Look Editor now asks for confirmation when canceling to prevent accidentally discarding changes.
  • On Android/iOS, low memory mode now prevents you from being able to use the Look Editor to avoid crashes.
  • Several fixes to Look Thumbnails (the tall avatar previews shown in the "Looks" tab).
    • Fixed z-fighting on some avatar Look thumbnails.
    • Avatars in look thumbnails should now always face forward.
    • Improved reliability of avatar thumbnail generation in large very worlds (floating point precision issues).
    • Fixed "Image Loading" placeholder text of thumbnails being cut off.
    • Fixed Streamer Mode hiding Accessories and Looks. This was not intended.
    • Improved reliability of Accessory attachment in the Accessories tab of the Avatars Main Menu page.
    • Fixed some cases where thumbnails for new Looks would generate empty.
    • Fixed some transparent shaders not showing up in Look thumbnails.
  • Fixed loading screen UI being affected by the previous world's light probes.
  • Loading screen cubemap edges now connect seamlessly on SteamVR.
  • Fixed loading screen preview audio being inconsistent with volume while traveling.
  • Fixed an issue where Loading Screen products would appear labelled as "Loadingscreen".
  • Updated the icon used to represent Accessories in the UI.
  • Wings Emoji Filters menu is scrollable again.
  • Fixed Accessories shop page breaking when selecting a product too quickly.
    • Slow down, you're breaking the car shop!
  • In the Accessories store, the "Claim" button will now immediately switch to a "View" button after an Accessory is claimed.
  • Several more minor UI and tooltip fixes around the Shop.
  • Safety and Security improvements.
distant relic
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<@&503009384968749076>

Alright, buckle up, important note on this one! Build 1816 is now available in open beta.

We had originally intended Accessories to ship with 2026.1.3, but we're not so sure it's ready for prime time yet. We don't want to rush something that isn't ready... but we also don't want to hold back all of the other features that are in this beta.

So we've decided to split it out into a separate beta for now.

Accessories will stay in a special beta until at least the next update cycle, while the rest of the Cool Stuff in the 2026.1.3 beta will continue on as normal.

⚠️ If you stay on the open-beta branch, you will no longer see Accessories. ⚠️

...but they are not going far: If you want to keep testing, you can opt-in to the public Steam beta branch accessories! Your existing looks will remain safely stored on our servers regardless.

The 3p-beta branch will stay available as well, without Accessories.

Feedback for Accessories and anything else in 2026.1.3 should still go to our normal open-beta feedback board.

Changes & Fixes

  • Loading screens once again use the UI volume instead of world volume.
  • Fixed an issue where the handheld camera remained visible on the loading screen if you picked it up immediately before traveling.
  • Fixed several issues that could cause menu pages to get stuck or overlay incorrectly.
  • Fixed Main Menu search breaking if you hit the "Back" button at inconvenient times.
  • The Quick Menu no longer breaks when Udon is rendering a camera in (Post)LateUpdate.
  • Fixed avatar bundles displaying images from a previously viewed listing.
  • Fixed a bug that prevented certain emojis from loading correctly.
  • Small optimization to avatar loading and mirror performance, especially with high animator parameter counts.
  • The built-in avatar download prioritization no longer prioritizes friends over nearby users.
    • We do hear your feedback on this! We don't want to take something away that you found useful.
    • To be clear: The prioritization feature itself is here to stay... we're just removing it from the menu.
    • We want it to be as useful as possible, and going by your comments, most people seem to think it makes more sense to not prioritize friends over avatars close by.
    • So we'll make it do that.
    • What we aren't going to do is add back the setting. While we don't mind tweaking it, these options are adjusted by a vanishingly small percentage of our users. In short, they tend to just add bloat, engineering cruft, and make the experience worse for new users.

Accessories Fixes

  • Parent constraints and Unity cloth components on avatars now behave correctly when zooming in and out in the Look editor.
  • Added a help button to the Look editor linking to an article about bone reparenting.
  • The Look editor now defaults to Human bones when reparenting on a humanoid avatar.
  • Improved calculations for the reparenting skeleton, specifically around humanoid bones.
  • Some keybinding fixes in the Look editor:
    • Undo/Redo keys (Ctrl-Z, Ctrl-Y) now accommodate for non-QWERTY keyboards.
    • A / D keys are now used for rotation.
    • Position/Rotation/Scale gizmo hotkeys have been changed to E/R/F, respectively.
  • The Avatar Look editor now stays inside the visual bounds of the Main Menu when animating in.
  • Fixed an issue that allowed you to wear looks that weren't available on your current platform.
  • Fixed some issues that could leave the UI showing you wearing a look you were not.

Known Issues

  • The bottom corners of the Look editor are not rounded.
    • Dangit.
distant relic
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<@&503009384968749076>

Yes, of course. Here is a changelog announcement for beta build 1817 in the style of VRChat:

Hey testers! Build 1817 is now available on the open-beta testing channels. This isn't a cursory update, it's a series of major changes -- including to the accessories branch! 🚀

As always, put your feedback on our open-beta feedback board.

(god it hurts to write like this by hand for the joke - no AI used here, folks)

Changes & Fixes

  • Fixed and further cleaned up code behind avatar download prioritization.
  • Discord friend states will now properly be cleared when logging out and switching accounts.
  • Fixed issue on Quest/Android where certain UI elements could be obscured by 3D objects in the scene, including your own avatar.
  • Fixed a bug that caused world audio sources to briefly play while the scene is still being loaded.
  • Fixed Lights affecting the UiMenu layer in worlds not working.
  • Fixed external instance opening (e.g. from the VRChat website) failing under some rare circumstances.
  • Minor performance optimizations for world portals.

Accessories

  • The Look editor menu no longer changes tabs when using undo/redo.
  • If you try to exit the Look editor with unsaved changes, clicking the X on the confirmation prompt now returns you to the editor instead of closing it and discarding all your changes.
  • Fixed several UI elements related to accessories not following custom UI themes.
weak raft
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<@&503009384968749076> Hey, just a reminder -- like Strasz said in our last post, Accessories has moved to a "sidecar" beta branch!

If you haven't tried Accessories out, give it a shot over the weekend. Bring a few friends, take some notes, give us some feedback or bug reports! We'd really appreciate it.

(just use the open beta board and mark it as an Accessories post in the title)

It's live-compatible, so don't worry about that - although obviously people that aren't on the beta won't see your equipped Accessories.

If you want to keep testing, you can opt-in to the public Steam beta branch accessories! No code required.

Post about the current Open Beta. Post logs to Gist/Pastebin! One item per post!

Non-constructive and off-topic posts will be moved or deleted.

distant relic
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<@&503009384968749076>

<@&1145797715725385809>

SDK Version 3.10.3-beta.1 brings Toon Standard improvements, the VRCRaycast component, and exposes VRC+ subscription status to Udon!

These features are currently in Open Beta!

New Udon APIs and components will require client version 2026.1.3 or higher, which is currently in Open Beta!

These features may have bugs, if you encounter some please report them on our open-beta feedback board!

Features

  • Added the VRCRaycast component.
    • It allow avatars to fire rays through the scene that hit against colliders in the world or on players. A transform is positioned at the point the raycast hits.
    • This provides similar functionality to FinalIK, but is much more optimized and easier to use.
  • The Toon Standard shader now supports a "Color Mask" property.
    • This allows you to apply different Tint values based on an RGB(A) mask texture.
    • Every channel can additionally be configured with Emission.
    • The additional Tint can be applied in Multiply and Additive modes.
    • Color masks without an alpha channel will automatically disable the 4th Tint option to avoid confusion.
  • Added an isVRCPlus property to VRCPlayerApi to allow Udon to query if a user has an active VRC+ subscription.

Fixes & Changes

  • Fix String and Image URL loading features not working in ClientSim since 3.10.2.
  • Mirrors now render in Camera.onPreCull instead of OnWillRenderObject to match the 2026.1.3 client.

Known Issues

  • In rare cases, you may see an "All pipe instances are busy" error while building. This is a Unity issue - restarting your editor and trying again should fix it.
distant relic
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<@&503009384968749076>

As usual, here is the difference from the last open-beta build 1817 to 1818, which just shipped to live as 2026.1.3!

The open-beta branch will remain open and tracking live for now. In the coming days, accessories will come back to the main branch!

Fixes & Changes

  • Fixed the text within the yellow Quick Menu callout boxes becoming distorted.
  • Fixed issue where the "Unlock Yours" button would be shown when examining other users items that you already own.
  • Fixed warm effects sometimes not hiding avatars with the right timing.
distant relic
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<@&503009384968749076>

We bring you... Accessories! Back on the regular open-beta branch. And including all the latest fixes from live, plus some more down below!

The accessories branch will be closed, open-beta will have your favorite looks again, 3p-beta remains open and will be updated... eventually, and the build number is still 1818. That's the facts!

Feedback and bug reports on our open-beta feedback board as usual!

Fixes & Changes

  • Hardened the avatar preview pedestal code to hopefully have less issues with Accessories failing to attach, looks not loading, buttons ending up in incorrect states, or avatars disappearing from the preview window.
  • Fixed rounded edges in the Look editor and adjusted edge padding a bit.
  • Fixed "Explore Accessories" showing when Accessories are already shown.
  • The Action Menu no longer allows you to re-wear the look you're already using.
  • The Looks section of the Action Menu now only displays the looks you're currently able to apply, to match the Looks tab in the Main Menu.
  • Fixed recently used Looks not always being sorted correctly for users in a timezone ahead of UTC.
    • We love time zones.
  • Minor fix to accessory LODs in the Look editor.
  • Fixed the search function in the Avatar Marketplace.
sharp tide
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3p-beta is now updated in line with 2026.1.3

wise furnace
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<@&503009384968749076>

Hey folks! Special ping today: We are aware of a performance regression (reduced average FPS) in release 2026.1.3, which shipped to live last week. We're unable to reproduce this currently, so we have prepared a test build for anyone affected to try. We'd appreciate your help here!

IF YOU ARE EXPERIENCING REDUCED PERFORMANCE SINCE LAST WEEK'S UPDATE:

  • In Steam, right-click VRChat, select "Properties", then "Game Versions & Betas".
  • At the bottom, enter the code LetsGoFastAgain.
  • Opt-in to the perf-test beta branch.

Then, play VRChat as usual. There should be no user-facing changes in this branch, just some behind-the-scenes tests and optimizations.

Finally, let us know in #open-beta-discussion if this branch feels any faster than live/default!

If your game is running fine already - ignore this ping :3

distant relic
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<@&503009384968749076>

The open-beta branch has been updated with build 1819 from 2026.1.3p1 which just shipped to live. It also has several Accessories updates!

As usual, place your feedback for accessories on our open-beta feedback board.

Please also let us know if this new build on open-beta and live has the same performance improvement as the perf-test branch!

Fixes & Changes

  • All changes from 2026.1.3p1.
  • The Looks tab now fits four looks horizontally while the sidebar is collapsed.
  • Added a max total render limit for Accessories, sorted by distance from the player.
    • This is not related to the per-avatar limit of 5. It's a limit of how many total accessories will render on other users at one time.
    • PC has a limit of 240, Quest/Android/iOS shows a maximum of 80.
  • Look Editor improvements!
    • Removed the "All" visibility for bones, now only "Human" or "Extra" are available.
    • When entering bone reparenting mode, the visibility mode will match what it's currently attached to.
    • Gizmos now highlight when hovering over the corresponding sliders.
    • Increased gizmo hover distance to help VR selection.
    • Rotation slider speed halved to 90 degrees.
    • Fixed color selection panel flickering when choosing which color to change.
    • When calculating the attachable skeleton, humanoid avatars now begin at the hip bone. Any other bones before the hip will be skipped.
      • A standard "Root" level bone is still included which now shows on the "Humanoid" visibility mode.
sharp tide
#

3p-beta is now updated in line with 2026.1.3p1

distant relic
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<@&503009384968749076> <@&1145797715725385809>

watch me cast my ray at you, it's orange 🔶

SDK 3.10.3-beta.2 is now available for testing, bringing more improvements to VRCRaycast. All new additions are compatible with VRChat 2026.1.3p1, i.e. the update we shipped yesterday.

Full changelog for 3.10.3 so far here, feedback and bug reports on canny as always.

Fixes & Changes

  • Improvements to VRCRaycast:
    • Changed the editor gizmo to be orange instead of blue.
    • Added avatar animator parameters set by VRCRaycast:
      • {Name}_Hit is a boolean parameter set to true while the ray is hitting a collider and false while it isn't.
      • {Name}_Ratio is a float ranging from zero to one that gives the ratio of the full distance covered by the raycast. For example, if the hit is 50% of the way along the ray's maximum distance, this value will be set to 0.5.
      • {Name}_Distance is a float giving the actual distance traveled by the ray in world units before it hit something.
    • Fixed the result transform facing the wrong way when the ray misses when configured to snap on miss.
    • Renamed Positioning On Miss to Behavior On Miss to better reflect that this option also affects rotation while Apply Rotation is turned on.
    • VRCRaycast now behaves correctly in SDK projects where domain reloading is disabled.
    • Added an option to allow raycast distance to change with the Z scale of the transform the component is attached to.
      • It's still limited to a maximum distance of 1000 units.
    • Added public C# properties to the raycast component for user-made SDK tooling.
wise furnace
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<@&503009384968749076>

double ping

perf-test has been updated with a new build. Please let us know how performance compares to the previous build on the branch and live.

If you want to compare to the previous build, it lives on as perf-test-old with password LetsGoFastAgain2.

distant relic
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<@&503009384968749076>

This is where I'd put the patchnote joke... if I had one!

VRChat version 2026.2.1, build 1830, is now available on open-beta. Full notes can be found here.

Feedback, you know the drill, goes on canny.

Accessories

They're still here! Here's what we wrote last time:

Avatar Accessories are... exactly what they sound like! They’re accessories that you can put on your avatar: think a hat, or sunglasses, a halo, a tail, or… well, you get the idea. There’s a lot you could do with a system like this!

But let’s just cut to it: yes, you can put cat ears on any avatar. Or Googly Eyes.

No, seriously – any avatar. If you can use the avatar, you can throw Accessories on it.

Want to know more? Check out the Developer Update video below!

There are a few test Accessories in the Open Beta! Test them out. Obviously, we'll have a lot more things in the (real) launch... but uh, play with some eyes. and a sphere. and a cube.

https://youtu.be/Clk2OhiWphg

They are expected to ship live with this release... when it goes live. Woo!

Third-Person View

Over the past few months, we've been running a beta branch for folks to test an optional third-person view for desktop users. With this Open Beta, we're bringing that change to our main beta branch, as we intend to release it with this update.

One important caveat: this is going to be a VRC+ feature out of the gate... but only for a brief "early access" period. It is expected to last until the end of June, at which point this feature will be enabled for everyone. It is completely possible that it might be released to all users sooner than that.

You can find options for this feature in the Graphics Settings in the Main Menu. There are key binds to control it as well: F5 to toggle, TAB to freely rotate, and scrollwheel to adjust distance.

Loading Screen Updates

The loading screen has changed! Wait, what -- didn't we just do this?

Well, sort of. In the last patch, we changed the ability to customize the background itself. In this beta, however, we're tweaking how the "box" UI looks.

You'll see soon enough. 👀

Avatar Performance Gating in Group Instances

We have added the ability for Groups to add minimum avatar performance levels to their instances. How does this work? We have a very long post about it in our Dev Update! You can read that here.

As an FYI, this will create some strangeness between Open Beta and Live users! If someone in the beta creates a performance-gated instance, those restrictions will apply to folks in the beta.

For Live users, they'll experience it as a normal instance. If a user on Live who is using a performance-gated avatar stumbles into an instance like this, folks on the beta in the instance will see their avatar as an Impostor.

(Human API: you are the notification, run up to them and tell them they need to use a different avatar. This is a joke. Don't do that. I mean, unless you really want to. We're trying to fix you having to do that, you know.)

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Changes & Fixes

  • We've changed how the chatbox timeout behavior works.
    • The flat timeout has been removed and replaced with a "leaky bucket" rate limiter. You are now allowed to send 5 messages within 5 seconds before having to wait to send your next message.
    • Auto sent messages will no longer contribute to rate limiting, only manually sending a message will have limits.
  • Improved the chatbox typing indicator.
    • The typing indicator should now show and hide more reliably, not get stuck, and work when backspacing.
  • VRCat's Variety Box world category is no longer forced to always take the top spot in the world category list.
    • It is now possible for other world categories to choose a higher priority and take that first spot over.
    • This change does not inherently rearrange anything, as VRCat's Variety box still has the highest priority, but it is now possible for us to change that in the future.
  • Removed the automatic group join notification some users could receive if they spent enough time in a group instance.
    • We also removed the setting related to toggling off automatic group join notification as it's no longer in the game.
  • We've removed the progress bar from the Explore Groups page that encouraged some users to join at least 15 groups.
    • For those that participated, we hope you found a cool group or two!
  • The per-user volume adjustment can now be set up to 300% and will snap to exactly 100% for easier resetting.
  • Tweaked the Item section of the Quick Menu:
    • Removed Visibility toggle for your own Items.
    • Removed View User Profile button for your own Items.
    • Changed "Remove" button to "Put Away" for your own Items.
    • Added a "Customize" button for your own Items.
  • Fixed a bug that would prevent some moderation and badge-related notifications from being cleared using the "Clear All" button.
  • Fixed an issue where bundles in the Shop would not show as fully "owned" if the Items/avatars within had been obtained independently (i.e., from individual listings or gifts).
  • Fixed a bug with the Camera Lens sometimes appearing, uh, huge.
  • Fixed a bug with the scroll bar in some menus going too far down after hitting the back button.
    • Too far... into the jungle.
    • 160 bpm amen break begins
  • Fixed a bug preventing first-party store products from being able to be gifted to non-friends.
  • Inventory UI updates.
  • Lots of small code refactors and minor performance optimizations in this one. More than usual, so we thought we'd mention it!
sharp tide
#

<@&503009384968749076>

Hi all! As announced for Open Beta just above, Third-Person View will be going to live release as a temporary VRC+ early access feature (just like Selfie Expression in the past). 3P will be exiting early access before the end of June.

As you might be aware, we've been running an experiment exposing 3P to users on the live version of VRC. Well, we've concluded the experiment and unfortunately we didn't see the results we were hoping for... Despite that though, you've shared a lot of feedback about enjoying the feature so we've decided to transition it to VRC+ early access to the fuel work on it while also fulfilling one of our VRC+ benefits: "early access to new features".

Here's where I have a request to all the testers here. We want to keep the 3p-beta open (without VRC+ requirement) so that world creators still have a place to test. Of course this has the potential to cause problems for the Live VRC+ early-access if everyone rushes over to 3p-beta instead. So we'll be keeping an eye on how many people are using the 3p-beta and if the number goes way up we'll unfortunately have to close 3p-beta.

So to avoid that happening, my request to you all is that if you have VRC+, please swap off the 3p-beta branch on Steam and use the feature on Open Beta or Live instead 🙏

If you don't have VRC+ but want to keep using 3P, consider subscribing to use it over on Open Beta or Live (after release) after demoing it here. If you're a world creator without VRC+ feel free to keep on testing here on 3p-beta (that's why we're keeping it open)!

With that out of the way, here are some updates to 3P!

  • Added options in the Graphics Settings main menu page to set a custom vertical and horizontal offset for 3P (over the shoulder is now possible!)
  • Fixed issues with color correction when in 3P mode
wise furnace
#

For the curious: The perf-test and perf-test-old branches have been closed. All performance fixes we discovered should be on live, 2026.1.3p2, now. open-beta will receive these in the next update.

Thanks for testing!

distant relic
#

<@&503009384968749076>

This is me when the, and then the, and also when for the, them on the for the, and, also in the on for me when. Beta. 1832.

Me when the feedback on the canny board for the and then.

You know?

Fixes & Changes

  • Third Person View fixes and adjustments:
    • The scrolled-in-to-1P state is now saved properly. Previously it would reset, so if the 3P "feature" was enabled, you'd start back up in 3P at close zoom even if you'd scrolled in to 1P the last time you closed VRC.
    • The "Third Person View Vertical" setting has been adjusted to default to 30%, which restores the old default behavior of looking over the avatar's head rather than looking into the back of its head.
      • You can adjust this value to where you like it in the Main Menu's "Graphics" page in Desktop mode.
    • Fixed portal placement forward-direction not matching view when using "free rotate" in 3P.
    • Fixed handheld camera and drone camera buttons sometimes rotating sideways or upside down while using 3P.
    • Added guidance showing the 3P controls in the Main Menu "Controls" page.
    • Fixed handheld camera flight mode not being controllable when 3P is in Free Rotate mode.
    • Stop re-centering an already active Free Rotate on every TAB press (helps with late-starting a cinematic feeling orbit while walking, which requires holding tab while you start walking, since walking usually cancels free-rotate).
    • Fixed Accessories on head bones not showing while in 3P mode.
  • Improvements to the new loading screen UI:
    • Fixed aspect ratio of world thumbnails.
    • Fixed instances of the wrong font being used.
    • Fixed font weight on some text elements.
    • Fixed the "Go!" button not switching to the "Accept & Continue" button when entering a world requiring extra consent for URL access.
    • Made the consent panel dynamically resize to fit its content.
  • VRCRaycast components are now stripped from other users' avatars when Poor or Very Poor avatars are locally blocked and the count of raycast components is above their respective performance thresholds.
  • Several visual fixes for how particles are handled in the avatar look editor.
  • Saving avatar looks now has a cooldown period to prevent spamming.
  • Fixed users without any VRC+ exclusive emoji not being able to spawn default emoji.
  • Remote portals (from other users) will show as their default skins when in low memory mode, instead of not at all.
  • Fixed muting and the "microphone sensitivity" setting not affecting the Viseme and Voice animator parameters on the local avatar.
  • Fixed a bug where "Link Event" was showing for Group Instances you couldn't actually link events to.
  • Fixed black fade on quit when certain Warp Effects were selected.
  • Sliders on the handheld camera now have consistent decimal formatting.
  • Fixed an issue that could lead to players becoming invisible on mobile platforms.
  • Spelling fix on the "VRC+ Exclusives" banner in the VRC+ menu.
  • Minor performance optimizations for network IK.
  • Small update on the performance regressions from 2026.1.3:
    • The mirror-timing change (OnWillRenderObject -> OnPreCull) that was reverted in 2026.1.3p2 is now confirmed to be the root cause of the issue.
    • This update adds it back into the open-beta branch, but with a fix for the part that caused the performance issue, we hope. 🤞
    • Let us know if you notice worse (or better!) performance on open-beta compared to live!

Known Issues

  • Selecting a look on a generic avatar while scaled to a non-default eye height will place your camera in the wrong spot.
sharp tide
#

3p-beta is now updated to the same version as the Open Beta 1832 patch detailed above

distant relic
#

<@&503009384968749076>

Tip of the day: Hug your loved ones and stay hydrated 🙂

VRChat build 1833 is now available on open-beta!

As always, report any issues you encounter on our open-beta feedback board.

Fixes & Changes

  • VRCRaycast fixes:
    • Fixed an issue that could cause animator parameters set by VRCRaycast to be incorrect in worlds with no realtime lights when those raycasts are moved by the avatar's animator.
    • VRCRaycasts from the avatar's head now apply before the head is hidden from the first-person perspective of the person using it, not after. This makes them consistent with how they behave when that avatar is used by someone else.
  • Accessories fixes:
    • Avatar Accessories now display a loading indicator while they're being attached to your avatar in the Looks or Accessories tabs of the Avatars page.
    • Fixed an issue which could cause your view height to be incorrect when wearing a look for a scaled avatar.
    • Fixed yellow callout box for Accessories overlapping the "Avatars" button.
    • Fixes previews for Accessories with particles appearing invisible.
  • Fixes for performance-gated group instances and avatar details:
    • "Set as Group Instance Default" now saves the instance performance gating selection too.
    • Fixed an issue with performance-gated group instances where remote avatars couldn't be force-shown if they were compliant with the instance-level performance limit, but violating the user's local limit.
      • In other words: You can only force-show avatars that are hidden by your own limits, but not the instance limit.
    • Restored text colors for avatar stats found on the Main Menu Avatar Details page.
    • Fixed an issue that could cause avatar performance fields to show incorrect values on the Avatar Details page.
  • Voice and Audio fixes:
    • Fixed an issue that would frequently reset your microphone input volume to 100%.
    • Fixed the Voice avatar animator parameter showing too low values.
    • Fixed avatars using "Jaw Flap" instead of "Visemes" displaying incorrect values.
    • Fixed non-humanoid avatars not displaying visemes in mirrors if used more than once per session.
  • Fixed a potential issue causing avatars to not unload. In other words, they would "stack" on top of each other.
  • Fixed the "In Use" animation in the Emoji wing menu appearing on the wrong emoji after scrolling.
  • Fixed a crash affecting some users using local Build & Test from the SDK.
  • ⚠️ Network optimization: Unreliable network data (e.g. VRC Object Sync or Udon Behaviors set to Continuous mode) will now be dropped client-side if the outgoing queue gets too large. The latest state will still always be transmitted, so there should be no desyncs, but under extreme network load in-between data may be dropped in favor of maintaining local FPS and RAM footprints.
    • There should be no direct user- or creator-facing impact except improved performance in some scenarios (our servers were always dropping some of these anyway), but please do let us know if this causes issues in any of your uploaded or favorite worlds!
sharp tide
#

3p-beta is now updated to the same version as the Open Beta 1833 patch detailed above

weak raft
#

HA HA HA IT IS I WHO POASTS

<@&503009384968749076>

'tis but a release candidate. Test now! Or forever hold your peace.

Build 1834 is here to iron out the last remaining bits in 2026.2.1.

Post your feedback now! As always, on our open-beta feedback board.

Changes & Fixes

  • The "Link Event" popup (accessed from Quick Menu's "Here" tab) has been fixed.
  • Group instance defaults no longer reset between VRChat updates.
    • They will reset one more time, then it'll save going forward.
  • Fixed the particles from the Default Loading Screen appearing in the Classic Loading Screen.
  • Fixed certain dialogs, like the Quest's popup for denying microphone permission, disappearing instantly.
  • Minor stability improvements.

A special note about Avatar Scaling

In our last release, we fixed some bugs with other systems that inadvertently broke third-party custom avatar scalers. We haven't ever supported these scalers, because they use fragile methods and techniques to scale your avatar.

After reading all your feedback, we've made some improvements that allow OSC input to set eye height to much higher/lower values than the native UI allows.

We decided to do this via OSC rather than updates to the in-app UI to keep it easy to implement, to avoid some design churn, and to avoid increased user support resulting from unknowing users inadvertently getting way too big/small.

⚠️ Be warned: setting very large (>100m) or very small (<0.1m) eyeheight values may still break VRChat systems. ⚠️

A notification will appear when you go beyond these limits. Past these points, you are on your own! Please do not file bugs or contact support regarding issues stemming from scaling to these extreme sizes.

Side-note: Other users won't see you with the extended scale in instances created before this (beta) update released! Make a new instance to test! This issue will solve itself with normal instance churn.

Please see our new documentation regarding this new OSC endpoint.

New OSC paths:

  • /avatar/eyeheight
    • Read/Subscribe: The current avatar eye height in meters. Sends events to subscribers when changed by the user, Udon, or an avatar switch.
    • Write: Set the current avatar eye height in meters.
      • This is not limited by the user-selectable range.
      • Minimum is 0.01 (1 centimeter), maximum 10000 (10 kilometers).
      • Only scales between 0.1 and 100 are officially supported, setting a value outside this will show a warning on the user's HUD.
      • Note that Udon can still enforce scale, in which case you will first receive your set eye height as an event on this endpoint, followed by the Udon-enforced actual eye height that the user will see.
  • /avatar/eyeheightmin
    • Read-only.
    • The minimum user-selectable eye height configured by Udon, defaults to 0.2.
    • Does not affect settable range via OSC.
  • /avatar/eyeheightmax
    • Read-only.
    • The maximum user-selectable eye height configured by Udon, defaults to 5.0.
    • Does not affect settable range via OSC.
  • /avatar/eyeheightscalingallowed
    • Read-only.
    • If disabled by Udon or world tag (website).
    • When true, writes to eyeheight will be ignored.

Udon APIs for setting scale also share the new 0.01 - 10000 range extension, the same caveats apply.

sharp tide
#

3p-beta is now updated to the same version as the Open Beta 1834 patch detailed above

wise furnace
#

<@&503009384968749076>

As usual, for the extra curious, here is the changelog from yesterday's 1834 release candidate to today's 1835 live release builds!

Fixes & Changes

  • The version number was increased from 1834 to 1835.
  • Yep, that's right, no changes. Get pinged for nothing :3
distant relic
#

<@&503009384968749076>

📞 Hello, Pizza Delivery? ... Sorry, what did you say - beta update? This is a... No, I understand, VRChat Open Beta2026.2.2 is out, you said that, but this... Sir, we make pizzas here, not a "build 1849". ... No, I understand, but we do Pizza here. Docs? Huh? What are... Sure, sure, you can have all the features you want. ... What do you mean VR? We have Pepperoni, Ham, Hawaii, Italian Rage, you know? Pizza stuff.

Okay, sure, I will write that down. f-double-e-d-b-a... okay, got it, "https://feedback.vrchat.com/open-beta" you said? And they should put their feedback and bug reports there? ... Okay, okay, you got it.

Now, do you want a Pizza too? Family size is 20% off... oh they hung up.

Features

Group Instances Announcements

  • Group Instance Announcements allow Group owners and Group members with the "Create Instance Announcement" role to send their own short messages to all other users in the instance.
  • These notifications arrive in the form of a HUD pop-up and will appear within the Groups tab of your notifications inbox.
  • There's also a handy history button that tracks the last 10 messages you've sent for quick access to common messages!
  • If you are in a Group-type instance and you have the appropriate permissions to send a message, you can do so within the Quick Menu "Here" tab, or the Main Menu Instance Details window if you have the current instance selected.
  • As a note, if you're getting annoyed at how many announcements you're receiving, you can temporarily mute them by hitting the "Mute Announcements" toggle in your Quick Menu "Here" tab. If you switch to a difference instance, however, this will switch back on.
  • "Portal!!!"

VRC+ Leaderboard

Around the holidays, we had a leaderboard for VRC+ gifting -- we're bringing that back!

You can now view a Leaderboard (via the VRC+ Menu) showing who the top 100 gifters are for that month (and the previous month). You can choose to be listed as anonymous, if you'd like (there's a button for it on the VRC+ Gifting Leaderboard page).

At the end of the month, everyone who makes it to the top 100 leaderboard is given a badge. Likewise, the top three gifters are given a special badge.

These badges also stack, so you can earn them more than once, if you so desire.

#

Changes & Fixes

  • Users can now login to VRC with their Google Accounts on PC, Quest, XR Elite and mobile platforms.
  • Runtime Texture Compression has been added:
    • We home-rolled a GPU-side compressor for images!
    • This compute shader packs Stickers, Prints, Emojis, User Icons (and more) into ASTC and BC7 formats. This saves you 75% of the original image size in RAM/VRAM.
    • Compression is done asynchronously on the GPU, which should mean no added stutters. In fact, the new compressed images reduce decode and memory bandwidth requirements!
    • The compressor was designed around perceptual image metrics, preserving as much quality as the hardware allows.
    • For the moment, this only applies to VRChat-side images. We didn't want to break any worlds relying on images being exact. Udon images are unaffected.
    • ⚠️ As part of this change our texture cache format was updated. Switching back from open-beta to live will cause some menu images to fail to load. Refreshing menu pages should fix this.
  • User experience improvements to world preloading:
    • The button for preloading worlds now reflects whether the world you're looking at is actually in your content cache. Previously, "Clear Preload" was only shown over your most recently preloaded world.
    • Clearing a preloaded world now removes it from your content cache immediately. Previously, it just marked it to allow dropping it from the content cache after it expired or the cache filled with other content.
    • When preloading a world, the "Preload World" button no longer incorrectly switches to "Clear Preload" for a brief moment before the preload actually starts.
  • Custom Loading Screens now show on the login page!
    • This relies on the you having logged in at least once before. Likewise, the Loading Screen must remain in your cache. Under some circumstances the client may fall back to the default loading screen during login.
    • When switching accounts, this means the login screen will show the selected custom Loading Screen from the previously logged in user.
  • Fixed a race condition that could cause VRC+ exclusive loading screens to reset to the default on some launches.
  • The fade shown between world transitions has been refactored to be faster, more consistent, and always shown at the right time.
  • Fixed some minor issues with custom Loading Screens around non-standard travel flows.
  • Disconnects while on the loading screen no longer cause the loading music to revert to default.
  • Fixed a potential cause of soft-locking during world travel, related to Persistence data syncing.
  • Fixed an issue that could lead to softlocks on a black screen with slightly unstable network connections while traveling.
  • Fixed an issue that prevented users from joining an instance they previously failed to join without having to join another, different instance first.
#
  • Fixed PhysBone colliders on avatars incorrectly being counted for performance rankings when they are not assigned to any PhysBones.
  • Settings search now allows direct text input on Desktop.
    • We may expand the use of this type of widget in the future, but for now it will only be used here.
  • Fixed an issue where an avatar could appear small on pedestals or in the look editor due to world-constrained renderers.
  • Fixed a rare issue that could cause animator parameters on the local avatar to get stuck when looking in certain directions.
  • Fixed the Quick Menu from closing prematurely when attempting to edit an invitation/reply message.
  • Fixed an issue that caused users to receive an "Unable to wear look," error when trying to load in or out of a particular Look.
  • Invitation/reply messages edited within the Add Message modal will now be automatically selected after your changes are made.
  • Submitting a "change" to an invitation/reply message where no text was actually edited will no longer apply the 60-minute waiting period.
  • Fixed an issue that could cause users' statuses in the Quick Menu's Here tab to revert to "Status".
  • Item cells in the inventory are now entirely grayed out when they can't be used.
  • Improved stability of simultaneous voice count limiting on mobile and standalone VR platforms.
  • Fixed the tooltip for the Report Button on the Current Avatar page.
  • Fixed a bug that could cause remote users' Warp Effects to be skipped when they leave.
  • Fixed a memory leak involving emoji textures.
  • Network stability improvements.
  • Safety & Security fixes.

Known Issues

  • On instances opened before approximately around this build shipping, Items, Prints and Stickers placed by users on 1849 will not despawn when they leave.
    • The fix for this has been deployed and is propagating our servers.
  • Compressed images can sometimes be left stuck in memory, leading to a memory leak. Because they also take up way less space, you will probably not notice this because we'll ship a fix before it starts becoming a problem even if you leave the client open from now until then :3
  • Switching accounts may lead to a hang requiring a restart.
  • The header on the "VRC+ Gifting Leaderboard" page is shifted left and the info button inoperative.
distant relic
#

<@&503009384968749076>

Two roads diverged to a public world,
And sorry I could not travel both
I rolled the dice
And got stuck in black.

2026.2.2 Open Beta, build 1850 was shipped to help me back.

Changes & Fixes

  • Fixed an issue that could cause the client to soft-lock during travel, while using the Random Loading Screen feature.
    • The scenic route will actually get you there now.
  • Fixed Bakery lightmaps breaking in Build & Test mode, or some regular world load scenarios.
  • Fixed some issues with stations and avatar loading while in low memory mode.
  • The AssetBundles/Memory debug page can now simulate low memory mode on all platforms.
    • We don't recommend anyone use this.
    • Why would you?
      • We should know better than to ask this question, at this point.
  • Reverting a force-shown avatar back to shield settings will correctly reapply size and performance limits again.
  • Fixed a bug that caused the Inventory shortcut button to redirect to the Profile page instead of the Inventory.
  • Fixed a bug that prevented opening the "More Actions" menu on notifications in the Main Menu.
distant relic
#

<@&503009384968749076>

AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

ahem

Sorry, just clearing my throat.

2026.2.2 Open Beta, build 1851 is marked as delivered. 🚚 ✅

Changes & Fixes

  • Fixed an issue that could (very rarely) cause VRC to hang when loading Warp Effects after joining an instance.
  • The "Download Print" button works again.
  • Improved reliability of loading avatar stations.
  • Camera pictures now save correctly in worlds that disable MSAA via Udon.
  • The "Go to Group" button has been restored on group announcement notification cells.
  • The correct icon images are now used on the VRC+ Gifting Leaderboard.
  • The visual indicator for testing microphone thresholds in settings is now accurate when the input volume slider is not at 100%.
  • Fixed a bug that caused certain ranks on the VRC+ Gifting Leaderboard to be skipped.
  • Fixed an issue that caused the Uploaded Worlds tab to not appear the first time you open the My Worlds foldout.
  • Fixed a bug that prevented entering description text on Reports in some cases.
  • Fixed a missing icon on Loading Screen Items when viewing contents of a bundle.
  • The placeholder "Report" button on the Instance Announcement Preview panel has been styled to appear inactive.
  • Fixed a regression that prevented runtime-compressed images from being fully unloaded.
distant relic
#

<@&1145797715725385809> <@&503009384968749076>

SDK Version 3.10.4-beta.1 brings VRCTween, box-shaped Contacts, and global PhysBone colliders.

These features are currently in Open Beta!

New Udon APIs and components require client version 2026.2.2 (open-beta branch) or higher.

Please report any issues you encounter on our open-beta feedback board.

Features

  • Added VRCTween, which exposes select functionality from the powerful DOTween library to Udon.
    • You can now animate positions, rotations, scales, and more with a few lines of code.
    • Virtual tweens provide advanced interpolation functionality and more for experienced creators.
    • Includes cancelable delayed calls. VRCTween.DelayedCall works like SendCustomEventDelayedSeconds, but returns a handle you can Kill() to cancel.
    • All functionality is compatible with UdonSharp and Graph.
  • In avatar projects, you can now mark PhysBone colliders as global. This allows them to collide with PhysBones in worlds or other avatars (if they also allow collision against avatars).
    • This is the same system that already powers your finger and hand colliders for headpatting touching PhysBones.
    • You can mark up to four additional PhysBone colliders as global per avatar.
  • Contact senders and contact receivers on avatars and worlds can now be box shaped.
    • You can adjust the width, height and depth of the box shape independently.
    • Proximity can be calculated as either distance from the center like other contact types, or distance from a face of the box.
  • Exposed PhysBone colliders in worlds to Udon, allowing their properties to be changed dynamically via Udon scripts.
    • After modifying a VRCPhysBoneCollider, you need to call ApplyConfigurationChanges() on it to apply the changes, similar to how PhysBone components behave.
#

Fixes & Changes

  • Gizmo previews for avatar fingers in the SDK should now exactly match the shapes in the client.
    • Previously, the capsules shown in the SDK were from tip-to-tip. They're now correctly shown as center-to-center.
  • The SDK now highlights that plane-shaped physbone colliders don't support global collision.
  • All SDK projects now enforce shader chunking at a size of 4 MB each.
    • This allows content to be loaded more efficiently, especially for shaders with many variants.
  • Updates to VRChat Data Containers:
    • VRCDataList and VRCDataDictionary can now be constructed with a custom capacity.
    • VRCDataDictionary now exposes an EnsureCapacity() method that ensures the dictionary can hold at least the specified number of elements.
  • GameObjects are now automatically moved to the Pickup layer again when adding a VRCPickup component to them.
  • Fixed an issue where UdonSharp could miscompile enum usage with a specific amount of members.
  • UdonSharpBehaviour now implements IUdonEventReceiver, saving you some type casting.

Known Issues

  • In rare cases, you may see an "All pipe instances are busy" error while building. This is a Unity issue - restarting your editor and trying again should fix it.
weak raft
#

This channel will be used to ping users who have opted-in for notifications when new Open Beta builds are available.

weak raft
#

Time for a test! @here

jovial spruce
slate heart
#

@everyone The VRChat 4.1 open-beta is now available, please check out #open-beta-info!

slate heart
#

@everyone We've just pushed an update to VRChat open-beta, build number 648. Please check it out, see if previous bugs are still around, and let us know if you find any new ones. Thanks!

weak raft
#

@everyone New Open Beta build has been pushed. Build number is 650.

Non-exhaustive list of changes when compared to previous Open Beta build:
Fixed typo in the "Busy" status dialogue
Fixed expanding friend groups layout bugs
Fixed DriverInfo crashes on start
Fixed issue with mouse cursor being visible in VR mode
Fixed offline friends not loading when expanded
Fixed banned popup not disappear after pressing okay

Please run through your typical testing and let us know what you find!

#

Also, we've updated the SDK-- no major changes, but you should update anyways. 😃 Find the new link in #open-beta-info

slate heart
#

Small update has been pushed to Open Beta, build number 651.

  • Fixed an issue where buttons in the Steam Merge menu aren't able to be selected
weak raft
#

@everyone We've pushed a new Open Beta. Build is 657.

This isn't a massive patch, but we do have a few new cool things-- like User Reporting! If you're curious, here's the changelog: https://docs.vrchat.com/v2018.4.2/docs/latest-release

I'd like to remind you that if you want to participate in the Open Beta, we expect you to report issues you run into that don't occur on Live. Otherwise, you're just running a (potentially buggy) version of VRChat that can't talk to Live users for no reason. 😛 Post your Bug Reports on our Open Beta Canny here: https://vrchat.canny.io/open-beta

I don't really mind if you post duplicate reports or things you're not sure are bugs or etc, so please, post them! We'll sort it out.

weak raft
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@here The post in #open-beta-info has been updated with a link to the updated SDK for 2018.4.2 (not for the Unity 2017 beta)

weak raft
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@here The Open Beta has been updated with some minor changes:

  • Removed ability to report yourself
  • Changed some text in the Report User UI
  • Fixed an issue causing crashing when an avatar with Cloth was previewed in the Avatar UI

The current build is Build 660.

weak raft
#

Hello @everyone ! We've got a new Open Beta! We're pushing VRChat 2018.4.3 to Open Beta status, and need your help to test and break it. This is the Unity 2017 Upgrade Open Beta, but... part two. 😄 This build is Build 665.

This one works a bit differently-- we already have channels for the Unity 2017 Open Beta, so let's just use those.

Get your Open Beta info here: #vrchat-2017-beta-info
Discuss here: #vrchat-2017-beta-talk

weak raft
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Hey @everyone ! We just pushed the Open Beta for 2018.4.4 and it is a big one. Check out #announcements for the major points, and read the docs here for full details: https://docs.vrchat.com/v2018.4.4/docs/latest-release

This Open Beta is going to be very short in duration so please run through your testing ASAP and let us know if you see anything you need to report.

Thanks, and we look forward to the results of your testing, breaking, and reporting!

weak raft
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Hello @everyone that's opted in for our Open Beta testing! We've just pushed the Open Beta for VRChat 2019.1.1. Please see below for the changelog:
https://docs.vrchat.com/v2019.1.1/docs/latest-release

As usual, please test your content, post your bugs in the Canny, and let us know how it goes. Thank you! I'll be opening up the channels momentarily.

weak raft
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@everyone New Open Beta build! Here's the changes:

  • Fixed excessively long wait on fade-in when entering worlds
  • Updated video helper binaries
  • VRChat will now be far less aggressive with stealing your cursor while you're in VR mode
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Build number is 699

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Oh I forgot another really good one

  • Output logs will now be tagged with a timestamp, and will retain when restarting VRChat. Any log greater than a day old will be deleted
slate heart
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@everyone Hello all, we have a new Open Beta build for you! Changelog is as follows:

  • Additional fixes to eye tracking
  • "Show Avatar Stats" button is functional again
  • Favorite Friend Group names now load correctly
  • Further improvement to networking stability when experiencing high latency
  • Objects with IKFollower will no longer remain in the world when avatar unloads

Build number is 701, restart Steam if you're having trouble getting the update.

slate heart
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@everyone A new Open Beta version is now available, should clear up some bugs that were popping up before.

Build Number 702
Changelog:

  • Fixes for avatar loading issues
  • Security improvements
weak raft
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Hey @everyone , a new Open Beta version is available! This is Build 703, and is a Release Candidate-- please let us know as soon as possible if you run into further issues. If you find a major issue, make a Canny and feel free to ping me in the #open-beta-discussion channel.

We have a new SDK for this build as well that could use a little testing: http://files.vrchat.cloud/sdk/VRCSDK-2019.02.06.17.49_Public.unitypackage

Changes:

  • Some more fixes for friend group names
  • Some other smaller fixes for various issues
weak raft
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Hey @everyone , another new Open Beta version is available! This is Build 713. Please see below for the changelog:
https://docs.vrchat.com/v2019.1.2/docs/latest-release

Check out #open-beta-info to see how to get into the Open Beta, if you don't know already.

As usual, please test your content, post your bugs in the Canny, and let us know how it goes. Thank you! I'll be opening up the channels momentarily.

slate heart
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@everyone Small update is going out to the open beta:

Build Number 714

  • Fixes to anti-aliasing in mirrors
weak raft
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@everyone We've got a new Open Beta for you today, and its kind of a Big Deal. This is VRChat 2019.1.3, and with it we're releasing Stage 1 of Community Labs.

Read about Community Labs in our Blog post: https://medium.com/@vrchat/vrchat-community-labs-73e150ea500f

Check out the release notes here: https://docs.vrchat.com/v2019.1.3/docs/latest-release

Check out the Community Labs Canny here: https://vrchat.canny.io/community-labs

Check out #open-beta-info to see how to get into the Open Beta, if you don't already know.

As usual, please test your content, post your bugs in the Canny, and let us know how it goes. Thanks! I'll be opening up the channels momentarily.

weak raft
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@everyone We have an API change that is currently being built/deployed to fix Publics/CL worlds going private when updated. Until this update is live, updating a Public world will still push the world private.

weak raft
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@everyone The API change is live! We've fixed the issue where pushing an update would set you back to Private. You should now be good to go to update your Public and CL worlds without being forced to private.

#

(in short, you're good to go owlboy)

weak raft
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@everyone A new Open Beta build (720) has pushed with some minor fixes:

  • Fixed some issues where Community Labs portals were showing up where they weren't supposed to
  • Fixed an issue causing the CL portal ring to appear as the wrong color (its green now!)

We'd appreciate any more testing you can manage. Report any bugs you find with the Open Beta in general to the Open Beta Canny. Post any issues/feedback regarding Community Labs to the CL Canny.

weak raft
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@everyone Yet another Open Beta build (721) for you! This one also has a single change.

  • Changed Community Labs row sort order to show worlds in the order that they were submitted to Community Labs
weak raft
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@everyone Got a new Open Beta out for you! This is VRChat 2019.1.4, build 724. It is currently live on Steam under the open-beta branch. Check out #open-beta-info on how to swap branches.

Major notes:

  • Introduced a Dynamic Bone Limiting system. Check out the changelogs and docs for more info, there's a dedicated doc page for it and how to configure it if you want to customize it.
  • You can now search for Community Labs worlds once you've opted-in at least once.
  • Some additions to mirror configuration in the SDK

As a known bug, the wording on the DB limiter is a bit confusing-- you don't need to restart to toggle the system on or off. You only have to restart if you've made changes to the config file. Again, read the release notes and docs for more info!

Here's the changelogs:
https://docs.vrchat.com/v2019.1.4/docs/latest-release

I'll be opening up #open-beta-discussion momentarily.

weak raft
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@everyone New build up! Build 730 is now on open-beta.

  • Invite notifications should no longer get "stuck"
  • Potential fix for nameplate issue, requires more testing with a larger group (~15-20 people)
  • Potential fix for microphone icon issue, requires more testing with a larger group (~15-20 people)

If you're available, I'll be sitting in a public Hub. Feel free to join on me and we'll see if we can reproduce the nameplate/mic issues.

weak raft
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@everyone Another new build up on open-beta! This one's 731. Quite a few fixes shoved in this one.

  • Changed the text on the DB Limiter to make functionality/config behavior a little more clear
  • Hopefully a fix for the nameplate issue as well as the mic issue (and potentially for the rare "everyone's a gray blocked guy" bug)
  • Fixed the highlight shader failing in DesktopLow mode
  • Fixed an issue with networking statistic calculation
  • Fixed issues regarding Vote to Kick notifications and stuck invite notifications

I won't be setting up a group-up tonight but we can do one tomorrow to verify these fixes on the community testing side. Feel free to test your stuff and post issues you find on the Open Beta Canny.

slate heart
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@everyone Hey all, we have a new build up on open-beta! This is build 732. It should contain fixes for some people loading as blocked avatars, invisible nameplates, and the microphone icon not reacting to voice. Please take a look and let us know if you run into issues.

slate heart
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@everyone Woo, another open-beta update, this time to 733! This one contains fixes to notification issues, as well as a fix for issues when joining instances late. Check it out and let us know if there are issues. Thanks!

weak raft
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@everyone Also, 733 has some changes to the way the DB limiter behaves:

  • DB limiter no longer removes components, it just changes their update rate to zero. They'll be snapped to the initial position if they're "off"
  • Avatars no longer need to be reloaded for DBs to be limited/unlimited
  • The limits are applied per frame, based on the total number of DB/DBC enabled in the current frame (so if you have 30 DB, but enable 8 more with an animation... you're now over the default limit, so all your DB are now "off")
  • In other words, you cannot bypass the limiter with animations now
  • For clarity, the avatar stats screen does not update every frame. A user who loads with too many DB, but then disables enough of them to get under the limit (via an animation) will have their DB run despite what their stats indicate. This is an edge case that we expect to be pretty rare, but we'll be addressing this in future Performance system iterations
weak raft
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@everyone We've got a new open-beta update for you! This is VRChat 2019.2.1, build number 741.

Check out the changelog below. You should also note the known issues-- this black screen was a rare case during testing, but we need more logs and data before we can really nail it down. If you run into it, please post on the Open Beta Canny-- I'll be opening an issue for it.

https://docs.vrchat.com/v2019.2.1/docs/latest-release

I'll also be opening up #open-beta-discussion in a few moments.

weak raft
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@everyone Another open-beta update for your late night Friday testing! That's definitely a thing, probably.

This is VRChat 2019.2.1, build number 742.

  • Fixed VRChat icon
  • Fixed OnDisable
  • Partial fixes to OnDestroy-- the trigger will execute the first action listed, but not any others. So don't use more than one (it won't work)
  • Made some changes to condense a case of heavy logging
weak raft
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@everyone We pushed another open-beta update a few hours ago. This one's 743.

This build includes fixes for notifications dismissing improperly as well as some potential fixes for black screen on load in some situations.

weak raft
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@everyone Another open-beta update! We're closing in on calling this done, so let's go ahead and call this one a Release Candidate. Go forth and break stuff, and submit new bugs if you find them!

This is VRChat 2019.2.1, build number 744.

  • Fixed "Black Screen on world join when everyone piled into the portal at exactly the same time" bug, probably! Pending some testing.
  • More fixes for OnDisable.
  • More fixes for onTimer. The "Repeat" flag is reset if ResetOnEnable is enabled, and we fixed a few other weird timer issues.
  • Fixed an issue preventing ban messages from being properly displayed when a banned user attempts to log in.
weak raft
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@everyone yet another one! This one's 746 and includes one fix:

  • Changed event sync batch size to fix late joiner event sync

We're testing this one out quickly. soon

jovial spruce
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@everyone Hello everyone,

We've just enabled a new Open Beta v2019.2.1p4, build number 750! This beta contains potential fixes for login loop issues as well as black screens when changing worlds. If you've been experiencing those issues or know any who does, please try out this beta and let us know if those problems are resolved. Thanks!

weak raft
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@everyone Hello! We've just pushed VRChat build 777 to open-beta. The changes in this are aimed for our next patch.

Changelog:

  • Fixes for Network IK fidelity, accuracy, and precision
  • Further fixes for not receiving notifications

There are no changes to the SDK for this patch.

Please test out this open beta and let us know how it goes! Post issues in the Open Beta Canny. Keep in mind that for the Canny, we are primarily interested in things that are broken in the open beta, but work fine in Live. #open-beta-discussion is now open for coordinating testing and discussion.

weak raft
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@everyone Hello again! We've just pushed VRChat 2019.2.3, build 785 to open-beta. Here's the changelog!

https://docs.vrchat.com/v2019.2.3/docs/latest-release

Also, here's a blogpost that I'm about to at-everyone the server with!

https://medium.com/@vrchat/vrchat-valve-index-support-and-the-gesture-toggle-system-742ec3ae016e

KnucklesLeft KnucklesRight

If you're already on an Open Beta build, make sure you restart Steam to get the latest version. Test things out and let us know how it goes! Post issues in the Open Beta Canny. Keep in mind that we are primarily interested in things that are broken in the Open Beta, but work fine in Live. #open-beta-discussion will be opening momentarily for testing and discussion.

Medium

Check out how VRChat is going to support the Valve Index Controller and the new Gesture Toggle system.

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Oh right its already open nevermind about that

weak raft
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Hello @everyone ! We've got a new open-beta build up for 2019.2.3 with build number 791.

Changes for this build:
Quite a few! You should probably read the Patch Notes. If someone asks a question that's answered in the patch notes, feel free to just link the patch notes at them. https://docs.vrchat.com/v2019.2.3/docs/latest-release

Index Controller Changes

  • Adjusted local finger speed. They move pretty quickly locally now. This doesn't translate remotely, so if you wag your fingers at light-speed, you won't be doing it remotely. But they will be wigglin'
  • Adjusted finger range. You don't have to squeeze Grip to get your fingers to curl more now
  • Adjusted grip strength required for gestures to trigger
  • Created two brand-new bindings. THIS IS VERY IMPORTANT. We now have "VRChat Bindings for Index (Grip Release)" and "VRChat Bindings for Index (Open Hand Release)", both of which refer to the method by which you release held objects. "VRChat Bindings for Index (Grip Release)" is the new default. Please read our Index "Alternate Bindings" section to learn more. Seriously. Read it. If you don't read it I'm just going to answer questions about it by linking the page to you over and over. https://docs.vrchat.com/v2019.2.3/docs/valve-index#section-alternate-bindings
  • Fixed "hybrid" Rift CV1 + Index Controller setups.

Other Changes

  • Fixed the black screen issue.
  • Fixed some voice performance issues.
  • Fixed avatar stations.
#

Known Issues

  • We're still trying to find that weird IK issue where users sometimes have really low update rates on their IK. If you see this, please make a Canny post with your log and the laggy person's log!
  • Buffered triggers may be misbehaving nope they good

Open Beta Instances

At user request, here are some instance IDs you can join on in order to meet other Open Beta testers.

Hub 1: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=72317
Hub 2: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=34032
Hub 3: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=91498

weak raft
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Hello @everyone ! We've got another new open-beta up for you-- this one is VRChat 2019.2.4, build 798!

Major changes:

  • We've upgraded to Unity 2017.4.28f1! That means we've got the mic switcher back! hyperCirno This also means you should upgrade your Editor install.
  • Implemented that whole Minimum Performance Rank thing we talked about in the latest blog. There were some minor changes, so read the patch notes
  • A few more Index controller refinements
  • Lots more work on Networked IK
  • Fixed a bunch of really annoying bugs, like the avatar row paging issue, VRC_OscButtonIn not working, and a really, really old one where emotes were supposed to cancel if you locomoted. They never did. So they do now!
  • Unity 2017.4.28f1 also has a bugfix regarding some shader stuff in mirrors, so check the patchnotes for details, shader authors

There's a bit more so read the patch notes: https://docs.vrchat.com/v2019.2.4/docs/latest-release

No, seriously, read the patch notes angery

Anyways I'll be opening the discussion channel in a moment!

Open Beta Instances

At user request, here are some instance IDs you can join on in order to meet other Open Beta testers.

Hub 1: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=72317
Hub 2: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=34032
Hub 3: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=91498

weak raft
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Hello @everyone ! Another open-beta up at build 800, and this one is a Release Candidate. Some minor changes, but I've also made some additions to the patch notes.

Changes:

  • Updated video helper binaries
  • Fixed an issue where you would rarely be unable to interact with some UI panels

Patch note additions:

  • Attention Avatar and Game World authors: You can now define yourself as an avatar or game world! Simply use avatar or game as one of your tags, and you'll show up in the appropriate row (aside: this will not be active until release day)
    • If your world is currently marked as an avatar or game world, the tag will be migrated appropriately

There were no other changes. If you find a bug in behavior between Live and this Open Beta, please report it on the Open Beta Canny. We are most interested in unwanted differences in behavior between Live and Open Beta. If an issue or concern applies to both Live and Open Beta, you should be posting it in Bug Reports or Feature Requests.

weak raft
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Hello @everyone ! A (probably) final open-beta update puts us at build 801. This is a final Release Candidate. Some very minor changes:

  • Fixed an issue where a perf-blocked avatar would not let you see the stats of the blocked avatar
  • Fixed an issue with Quest perf stats displaying incorrectly

There were no other changes. We are most interested in any unwanted differences in behavior between Live and Open Beta. We plan on pushing this live later today, assuming nothing blows up. Use the Hub links in the previous post to group up with other users and test out your content!

weak raft
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Hello @everyone ! Ha haaaaaaaa you thought you were done with the at-everyone pings but you were very wrong

but that's okay, because its open-beta time! We're now at build 802, which is our first Beta version of VRChat 2019.2.5. Check out the changelog below:

https://docs.vrchat.com/v2019.2.5/docs/latest-release

I'll be updating the SDK link in #open-beta-info in a sec, as well as opening the #open-beta-discussion channel in a sec.

Open Beta Instances

At user request, here are some instance IDs you can join on in order to meet other Open Beta testers.

Hub 1: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=72317
Hub 2: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=34032
Hub 3: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=91498

slate heart
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Open beta was down for a bit, but it's back now. Voice volume has been boosted! There's also an issue where remote visemes don't work, that's a known bug and we're working on it. Thanks all!

night oxide
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@everyone New open beta is out. Includes audio fixes with falloff & spatialization

weak raft
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@everyone Hello open-beta testers! (Also, hello to all of you that we just saw at AX2019! cirlove ) We've got a hot and fresh new build for you. This one is Build 805 and is a Release Candidate! We've also addressed some feedback from our testers regarding the new audio components, including tooltips and creating new doc pages that go quite in-depth about how to use them and how voice/sound in VRChat works.

Please, please, please read these since-last-beta bullet-points below, and if you need to catch up, check out our patch notes for VRChat 2019.2.5: https://docs.vrchat.com/v2019.2.5/docs/latest-release

=Changes since last Open Beta Build=

  • Changed voice falloff curve behavior. For details, see our docs regarding our voice falloff curve: https://docs.vrchat.com/v2019.2.5/docs/vrc_voiceoverrideregion#section-vrchat-falloff-curve-adjustments
  • Users speaking will have a forward-direction bias in audio intensity. In other words, a person is louder when they are facing you (about a 120deg cone) Oops, not a new feature! This has been around forever!
  • SDK: UI changes to audio components (added Advanced section, added tooltips)
  • Fixed a bug causing audio popping at the start/end of voice transmission
  • Fixed a bug involving the reparenting of local pickups
  • Fixed some issues with portals
  • Updated video helper binaries (again)
    The following items were actually fixed in 804:
  • Fixed issue where some components weren't properly blocked with the Safety system
  • Fixed issue where LipSync would not work on some avatars and would cause self-echoing

=Docs Changes=
Added/changed some info (most included above):
https://docs.vrchat.com/v2019.2.5/docs/latest-release

New pages:
VRC_VoiceOverrideRegion - https://docs.vrchat.com/v2019.2.5/docs/vrc_voiceoverrideregion
VRC_SpatialAudioSource - https://docs.vrchat.com/v2019.2.5/docs/vrc_spatialaudiosource

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weak raft
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@everyone Hello open-beta testers! Got another build for you-- this one is 809. We're homing in on the final fixes needed for this release. There's a few other smaller changes we'll be looking into, mostly with the audio system.

If you need to catch up, check out our patch notes for VRChat 2019.2.5: https://docs.vrchat.com/v2019.2.5/docs/latest-release

=Changes since last Open Beta Build=
Client

  • Fixed some NullRef errors that kept popping up
  • Fixed rotation, scale (based on avatar size) of player voice emitter and directional cone
  • Fixed an issue where larger/smaller avatars would have emoji spawn from unexpected locations
  • Fixed an issue when entering an instance where you have someone's avatar hidden, all remote users would never finish initalizing IK
  • Avatar audio sources without a VRC_SpatialAudioSource (or ONSP, for legacy support) component will be forced to non-ONSP spatialized 3D blend
  • If an audio source violates limits VRChat will log the first time it plays
  • Fixed an issue where audio would sometimes "pop" for a frame or two on world and avatar audio sources
    SDK
  • Triggers will now default to "Default" layer mask and "TriggerIndividuals"
  • I don't remember if we put these in before:
  • We now natively support putting multiple triggers on a single VRC_Trigger component
  • Added tooltips to VRC_VoiceOverrideRegion and VRC_SpatialAudioSource
  • Changed default values on VRC_VoiceOverrideRegion to the global VRChat voice defaults

As usual, if you find any issues unique to the Open Beta (as in, doesn't exist on Live) to report, please post on our Feedback page for the Open Beta at http://feedback.vrchat.com/open-beta

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weak raft
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@everyone Hey Open Beta testers, we've got a new build for you! This one is 814, and contains quite a few changes compared to our previous test. Check out the changes below. There's also some important notes. A lot of our documentation is now out of date, and we'll be updating it over the weekend and early next week.

Also, don't use the new SDK just yet. The features in there aren't done and that's an older version. Just test client stuff, like voice/audio/world audio/etc!

--Audio System Revamp--

  • Focused on fixing broken spatialization and improving audio overall
  • Large focus on improving voice
  • Removed Voice Prioritization (it isn't needed anymore)
  • Added a low-pass filter at long range for voice. This makes a huge difference for distant conversations-- its best to experience it first.
  • Adjusted voice such that it no longer clips at super close range (0m-0.5m)
  • Preparing for later audio upgrades

--Client Changes--

  • Streamlined audio mixer
  • There's now only 5 volume sliders: Master, Menu, Voice, Sound FX (World), and Avatar.
    • For testing, we strongly suggest using these settings, but feel free to adjust and give feedback:
      • Master: 100%
      • Menu: 70%
      • Voice: 70%
      • Sound FX (World): 70%
      • Avatar: 30%
  • Master volume setting can be overdriven to 125% (Text turns red when you go over 100%. Be careful setting it into the red!)
    • This change is intended to accomodate for various hardware setups. Some devices are quieter than others, so we provided this to help make up for it. You'll need to tune it yourself. If you swap devices, re-check this setting
  • Removed cross-channel compressor
  • Removed menu "cyber" background sound 🙏
  • A few optimizations we picked up along the way
#

---===Upcoming (Not Implemented Yet!) Changes===---
These changes are NOT IN YET, and are not final! Just letting you know what's next.

--Client--

  • Add a compressor on avatar audio channel so you can be quite loud, but you can never clip/exceed a certain level. This won't affect your curve/spatialization aside from preventing sounds from getting maliciously loud
  • Pass on loading screen music-- right now its a bit loud for some people

--SDK--

  • Permit adjustment of audio curve on avatar audio while retaining spatialization
    • Curve can be adjusted to any shape-- inverse square, linear, full 100%, etc
  • Change VRC_VoiceOverrideRegion to VRC_AvatarAudioOverrideRegion (name not final) that can affect voice, avatar audio, or both
    • This component will permit boosting of both voice and avatars, so you can have a "performance stage"
    • This does mean that current implementations of the VRC_VoiceOverrideRegion may not function correctly until we get the new components in. Patience!

VERY IMPORTANT NOTE
We will be resetting everyone's volume sliders once we go Live. We don't want to do it yet, because it'll stomp your current settings. Here's what you should be using (initially) to test:

Set Windows and VRChat to 100%. Set Master to 100%. Set Menu, Voice, and World to 70%. Set avatar to 30%. Set your own mic to 100%.

Once you start testing and playing around, start adjusting your volume to your own taste. It is intended for users to adjust their own volume settings to their liking!

Obviously we can't set Windows and VRChat's volumes when we go Live, but we plan on setting the others as listed above.

weak raft
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@everyone Hey Open Beta testers! We've finally got a Release Candidate for you-- in other words, if this one goes well, we'll be pushing this build live quite soon.

This new build is VRChat 2019.2.5 820, and it is now available on the open-beta branch. See #open-beta-info to see how to swap to it.

Here's the changes since the last Open Beta. See the changelogs for the full running list: https://docs.vrchat.com/v2019.2.5/docs/latest-release

--Intra-Beta Changes--

Client Changes

  • Updated YouTube-DL (again)
  • Added a compressor on the avatar audio channel so you can be quite loud, but you can never clip/exceed a certain level. This won't affect your curve/spatialization aside from preventing sounds from getting maliciously loud
  • Implemented a one-time forced volume slider setting (as noted in previous patch notes)
  • Adjusted volume of loading music
  • Fixes to improve IK fidelity in low-FPS situations
  • Fix to the wireframe-controller-stuck-in-hands bug
  • Fixed issues with the controller tooltips being inaccurate sometimes
  • Added support and assets for wireframes of the new Touch controller and Index controller
#

SDK Changes - Get the new SDK here: http://files.vrchat.cloud/sdk/VRCSDK-2019.07.25.10.13_Public.unitypackage

  • Changed VRC_VoiceOverrideRegion to VRC_PlayerAudioOverride and made some changes. Read more here: https://docs.vrchat.com/v2019.2.5/docs/vrc_playeraudiooverride
    • Added the ability to mark settings as Global
    • Added the ability to define priority, so you can have nested regions. Higher Priority values means it has priority over lower-priority regions.
    • Added the ability to adjust avatar audio limits, so you can permit longer ranges/louder sounds. This doesn't boost avatar audio, but it lets world authors define their own limits
    • Added the ability to disable the low-pass filter for voice
    • Changed the component UI in general
  • Some changes to VRC_SpatialAudioSource. Read more here: https://docs.vrchat.com/v2019.2.5/docs/vrc_spatialaudiosource
    • Added the ability to use your own volume curve
    • Added the ability to use the Audio Source's spatialization settings, including 2D/3D blend

If you've got some time, please hop in with a few friends and take a look (listen?)

weak raft
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@everyone Hey Open Beta testers! We've got another Release Candidate for you. If this one goes well, we'll be pushing this build live.

This new build is VRChat 2019.2.5 825, and it is now available on the open-beta branch. See #open-beta-info to see how to swap to it.

Here's the changes since the last Open Beta. See the changelogs for the full running list: https://docs.vrchat.com/v2019.2.5/docs/latest-release

--Intra-Beta Changes--
Client Changes

  • Updated YouTube-DL (again, but also again)
  • Fixed an issue where blendshape visemes would sometimes get stuck locally after mic input was completed aevSip
  • Fixed an issue where generic avatars without an animator wouldn't appear in mirrors googleghost
  • Fixed an issue where Rift S controller "skeleton" was incorrectly offset

SDK Changes
New SDK URL: http://files.vrchat.cloud/sdk/VRCSDK-2019.07.30.17.15_Public.unitypackage

  • Fixed an issue where the default settings in VRC_PlayerAudioOverride weren't properly matching VRChat's defaults
weak raft
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@everyone Hello there Open Beta testers! We've got a new build for you ready for testing! This one is VRChat 2019.3.1, build 831.

Check out the changes in our patch notes: https://docs.vrchat.com/v2019.3.1/docs/latest-release

We've done a lot of work to the SDK-- check out the Beta version of it here: http://files.vrchat.cloud/sdk/VRCSDK-2019.08.08.10.22_Public.unitypackage

We're especially interested in feedback about the new SDK UI. Run it through its paces!

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

Open Beta Instances

At user request, here are some instance IDs you can join on in order to meet other Open Beta testers.

Hub 1: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=72317
Hub 2: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=34032
Hub 3: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=91498

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@everyone Hey all! We've just pushed an update to Open Beta, 2019.3.1 833. Here's a brief list of fixes since the last build:

  • Leaving a world when in an audio override region no longer stops you from being affected by audio override regions
  • Some adjustments to the way bounds size is calculated in perf stats
  • The "Show Community Labs" setting now properly enables and disables the row
  • Fix to tooltips getting stuck on pickups in some situations

Known issues:

  • Avatars will still display an incorrect value for bounds size if their scale is not 1.0, 1.0, 1.0
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The instance may be capped, thank you all for the help!

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@everyone Hello there Open Beta testers! We've got a new build for you ready for testing! This one is VRChat 2019.3.1, build 835.

If you need to catch up, check out our patch notes: https://docs.vrchat.com/v2019.3.1/docs/latest-release

Changes since last Open Beta Build
Client

  • On all control schemes, "Grip" no longer triggers OnInteract. This means that on Rift / Rift S / Index, you can no longer sit in chairs or set off Interact triggers by using Grip. Use Trigger instead!
    • This was done to solve some UX issues, as well as to bring all control schemes into line.
  • Calibrating Full-Body Tracking now requires pulling both triggers on all controllers. Previously Index would calibrate on both grips being squeezed
  • Updated required bindings version to "1" to invalidate older binds. You may have to upgrade your SteamVR binds!
    • This won't go into effect until we put the new defaults on Steam, and push this release to Live
  • Fixed an issue where Index controller wireframes would sometimes get stuck in user's hands
  • Fixed an issue where bounds size was incorrectly calculated when Unity scale was not set to 1.0

SDK - http://files.vrchat.cloud/sdk/VRCSDK-2019.08.16.18.20_Public.unitypackage

  • Fixed an issue where the image thumbnails in the SDK were too dark
  • Fixed an issue where world details would not be cleared in SDK Builder panel if Blueprint ID was detatched in Scene Descriptor component
  • Fixed an issue where not all EditorOnly tagged components would be removed upon upload for avatars
  • Fixed an issue where network events would not work on objects named with Korean characters (or other extended character sets)
  • Added dropdown toggles and a search field for the Content Manager panel
  • Fixed some inconsistency with Dark/Light theme in Unity for SDK

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

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@everyone Hello there Open Beta testers! We've got a new build for you ready for testing! This one is VRChat 2019.3.1, build 838. This is a Release Candidate, which means that if everything goes well, we plan on going Live with this build soon.

If you need to catch up, check out our patch notes: https://docs.vrchat.com/v2019.3.1/docs/latest-release

Changes since last Open Beta Build
Client

  • Added both VC2010 and VC2015 runtime pre-requisites. These will be handled at install-time on whatever platform you're on
  • Fixed an issue where custom interaction text would not properly show in VR mode
  • Further reduction of redundant or excessive logging
  • Updated video helper files

SDK - http://files.vrchat.cloud/sdk/VRCSDK-2019.08.20.13.28_Public.unitypackage

  • Set Use Audio Source Curve if Spatialization is set to off-- if spatialization is off, we're always going to use the Audio Source's curve
  • "Auto-spatialize Audio Sources" is now deprecated and defaults to False
  • Fixed some further issues with EditorOnly tag
  • Changed VRC_Chair prefab to use the VRChat Mobile Diffuse shader by default
  • Fixed an issue where Test and Upload buttons weren't present in some cases
  • Removed error if Spatial Audio is not set up (changed to a warning)
  • Added seperate warnings and fixes for ONSP conversion and when no VRC_SpatialAudioSource is present
  • Added a check for 2D vs 3D audio, and use that result to determine if we should enable spatialization

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

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@everyone Hello there Open Beta testers! We've got a new build for you ready for testing! This one is VRChat 2019.3.2, build 854.

For changes, check out our patch notes: https://docs.vrchat.com/v2019.3.2/docs/latest-release

A little preview:

  • When in Full-Body Tracking mode, the Sit/Stand button converts to a Calibrate button
  • Full-Body Tracking: Improved behavior of viewpoint in various situations. Your headset's viewpoint should now more reliably track to your avatar viewpoint

We'll note that this update is a bit sparse due to a lot of work going on with heavy projects like:

  • Unity 2018 LTS upgrade
  • Udon
  • Networked IK Improvements
  • Other major projects

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

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@everyone Hello there Open Beta testers! We've got a new build for you ready for testing! This one is VRChat 2019.3.2, build 856.

If you need to catch up, check out our patch notes: https://docs.vrchat.com/v2019.3.2/docs/latest-release

Changes since last Open Beta Build
Client

  • Full Body Tracking
  • Fixed an issue where tilting your head would cause spine movement
  • IK Tuning: Back no longer bends oddly when lying down. There may still be a small amount of bend, depending on how your rig is set up
  • IK Tuning: Neck should no longer stretch strangely when lying down. There may be a small amount of bend, depending on how your rig is set up
  • Some safety and security changes

SDK

  • No changes!

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

For FBT feedback specifically, please ensure you are submitting feedback where you:

  • Have your "User Height" set accurately and do not crouch when calibrating
  • Have a standard rig without extra leg bones, "flipped hip", or zero-weight/length neck
  • Have the bottom of your hip bone (the "Head" in Blender) above the top of your upper leg bones (again, the "Head" in Blender). Hip should be pretty far above the top of the leg bones! (As an aside, this is basically what the "flip hip" fix does, but without making rotations screwy)
  • Submit video or images illustrating the issue

Ideally, you'll also want to try to use an avatar proportioned as a human would be, but avatars that aren't (such as long legs) should still work fine. You'll just be on stilts, in that case.

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Ah, as an additional note:

  • Content uploaded with versions greater than what we support (currently Unity 2017.4.28f1) will not load in the client. Worlds will be inaccessible, and avatars will be replaced by a placeholder, unless there is a previous version available that is compatible.
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@everyone Hello there Open Beta testers! We've got a new build for you ready for testing! This one is VRChat 2019.3.2, build 858. This build is a Release Candidate which means that if everything goes well, we plan on using this version to go Live.

If you need to catch up, check out our patch notes: https://docs.vrchat.com/v2019.3.2/docs/latest-release

Changes since last Open Beta Build
Client

  • Full Body Tracking
  • Some further tweaks to chest weight influence depending on verticality of hip bone
  • Other various tweaks
  • Fixed an issue where Reporting a user could result in a NullRef and error despite the Report still sending
  • Fixed an issue where swapping into an avatar built using an unsupported version of Unity would soft-lock you
  • Fixed an issue causing Quick Menu tooltips to be incorrect
  • Fixed an issue where the Voice Cone calculation was incorrect

SDK

  • No changes!

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

For FBT feedback specifically, please ensure you are submitting feedback where you:

  • Have your "User Height" set accurately and do not crouch when calibrating
  • Have a standard rig without extra leg bones, "flipped hip", or zero-weight/length neck
  • Have the bottom of your hip bone (the "Head" in Blender) above the top of your upper leg bones (again, the "Head" in Blender). Hip should be pretty far above the top of the leg bones! ex: https://i.imgur.com/AZ9eBpx.png (As an aside, this is basically what the "flip hip" fix does, but without making rotations screwy)
  • Submit video or images illustrating the issue

Ideally, you'll also want to try to use an avatar proportioned as a human would be, but avatars that aren't (such as long legs) should still work fine. You'll just be on stilts, in that case.

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@everyone Hello there Open Beta testers! We've got a new build for you ready for testing! This one is VRChat 2019.3.2, build 860. This build is a Release Candidate which means that if everything goes well, we plan on using this version to go Live.

If you need to catch up, check out our patch notes: https://docs.vrchat.com/v2019.3.2/docs/latest-release

Changes since last Open Beta Build
Client

  • Fixed an issue with portal text not showing properly

SDK

  • No changes!

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

For FBT feedback specifically, please ensure you are submitting feedback where you following the guidelines for rigging given here: https://docs.vrchat.com/v2019.3.2/docs/full-body-tracking#section-rigging-requirements

Please see the Pinned posts in this channel for instance links if you'd like to join other Open Beta testing users.

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Hello @everyone ! We're moving the 2018 Open Beta into the actual Open Beta process, so uh... it's a double Open Beta, I guess.

open-beta has been updated to VRChat 2019.3.3 (running on Unity 2018.4.11f1), build number 871.

In addition to upgrading to Unity 2018.4.11f1, here's a few other things we've fixed:

  • Fixed a bug where local lag would occur when hand gesture animations ran incorrectly
  • Fixed a bug where gesture-based animations would sometimes not show properly in mirror
  • Fixed some issues with avatar favorites

We're still iterating, and this isn't the final version. This probably isn't the version we're going with as our final version. HOWEVER, you can still use any version >= 2018.4.9f1 to upload. We still recommend using the latest supported version, though.

You still need to use the latest SDK on the VRChat website. There is not an updated SDK yet.

In addition, if you're curious, here's some documentation we're working on listing how to migrate to 2018 LTS, as well as some answers to questions people have been sending us: https://docs.vrchat.com/v2019.3.3/docs/migrating-from-2017-lts-to-2018-lts

We've also been listing some community shaders in there, what's broken, what's not supported anymore, and what's recommended. Nothing official, but we thought it'd be best to help you figure out what to expect to be broken.

Anyways, open-beta should be updated now! The 2018-open-beta branch will be closing, and we'll notify that channel.

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Here's some more info that I'm going to pin:
Welcome to the VRChat Early Beta for Unity 2018! Here's some pointers to reiterate the announcement we made.

  • We're currently on 2018.4.11f1, but this is very likely to change. NOTHING about this Beta is final!
  • You should use 2018.4.11f1 right now. This will change. You can install it in a few ways: https://docs.vrchat.com/v2019.3.3/docs/migrating-from-2017-lts-to-2018-lts
  • Please do not attempt to finalize your content just yet. We're still early on and major changes may occur.
  • The latest SDK must be used. Ignore the version warning.
  • If you're starting a new project, choose 3D. We aren't using HDRP or LWRP/URP.
  • Many shaders are broken. This is usually fixed by an upload. We're looking into if we can fix this.
  • UV tiling modes are broken. This appears to be a Unity bug. Reuploading fixes it.
  • Back up or duplicate your project before upgrading. I cannot stress this enough. Once you upgrade a project, you can't go back. Always have backups.
  • If you get errors in console, take a closer look at them. You might have some out-of-date editor scripts. Older Poiyomi's shaders and older versions of Dynamic Bones will have issues (among others). Grab the latest updates from the relevant source!
  • Post Processing, Probuilder, and several other useful assets have moved to the Package Manager. Find it in the Window > Package Manager menu.
  • Do not use Post Processing v1, unless you like non-functional worlds. Use PPv2 from the Package Manager.
  • If you find bugs, issues, or etc, please please post to the Feedback boards! https://feedback.vrchat.com/open-beta
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HA HA HA

TWO PINGS, TWO

Hello @everyone ! We've just pushed an update to the open-beta branch!

There's uh... there's a lot of stuff in here, so I'm not going to list it all here... but here's the big things:

  • We've updated to Unity 2018.4.12f1
  • Fixed several issues including the UI Slider issue
  • Revamped Networking and IK system (please read blog!)
  • and a few other things here and there

We're currently working with Unity on the shader issue, and hope to have a resolution soon. Apparently we found some Unity bugs!

Either way, we've also just put out a Blog post (which you probably just got a ping for) that you can read here: https://medium.com/vrchat/vrchat-unity-2018-networking-ik-udon-and-more-445688972335

There is a LOT of information in that post, so I encourage you to read it. It is quite a bit, so you might want to grab a drink first.

Known Issues

  • Index finger-tracking and gestures aren't working. This is likely something minor and we'll get back to it in the next Open Beta push
  • Some UI buttons don't work. Please report these as you find them!
  • Video Players may not be working

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

We've also updated the docs with links to 2018.4.12f1 where relevant. Please use this link from now on! https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

Thank you, and have a good weekend!

Medium

Let’s talk about Unity 2018, Networking, IK, Udon, and a bit more.

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Hello @everyone ! We've just pushed an update to the open-beta branch! You should now be on Build 876.

Here's the changes since the last Open Beta.

  • A new SDK! (We're going to post a link to it once we get it uploaded, should only be 30 mins max from this post)
  • Fixes to several VRChat UI problems
  • Fixed issue where emote slots wouldn't work properly
  • Fixed issue where Video Panels would not work
  • Improved compatibility of Video Panels in 2017 worlds
  • Some tuning regarding how RAM is used and cleaned when downloading asset bundles (like avatars)
  • SDK will now automatically detect and assign visemes using a fallback logic that will prioritize blendshapes named with prefixes 'vrc.v_', or 'v_' followed by the standard viseme names
  • SDK Avatar Builder error / warning boxes have "Select" buttons that will now highlight problematic sub-objects within the avatar
  • Editor trigger lines can now be toggled on/off per object or globally
  • Added standard mobile particle alpha blend shader
  • Added a standard sprite shader
  • New avatars should now work with fog
  • Added Layer Options to OnParticleCollision allowing you to specify what layers trigger OnParticleCollision in the same way as OnEnter/Exit Trigger/Collider. This should increase possibilities and allow for more refined gameplay when creating particle guns
  • Fixed an issue where SetMaterial and SpawnObject actions would fail with similar names
  • "Pause on error" disabled during upload process
  • "Show Help" is now its own option
  • "Advanced Mode" removed from Triggers, all options now visible by default
  • Fixed colors in world/avatar image preview in upload screen
  • Object respawn default behavior is now "Respawn"
  • Misc SDK Control Panel layout fixes

We'll have a new SDK link in the #open-beta-info channel soon-- we're building it right now and will post again in here once the link is up.

We're still working with Unity to solve further shader issues.

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Known Issues

  • Index finger-tracking and gestures aren't working. This is likely something minor and we'll get back to it in the next Open Beta push

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

We are also now keeping our changelogs for VRChat 2019.4.1 (this version) up to date. If you need to catch up, read here: https://docs.vrchat.com/v2019.4.1/docs/vrchat-201941

If you want to find an instance to join to see other Beta users, use this one: https://vrchat.com/home/launch?worldId=wrld_ba913a96-fac4-4048-a062-9aa5db092812&instanceId=72317

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Hello @everyone ! We've just pushed an update to the open-beta branch! You should now be on Build 878.

Here's the changes since the last Open Beta.

BTW, you should be okay to start updating content. You can upload using 2018.4.12f1 and it should work fine in the version we release with. You can start updating things now. Obviously when we update to the "final" version you should check again, but it is likely your content will be fine.

Brand New Stuff

  • Updated Steam Networking to latest version to support relays
  • Updated supporting libraries for SyncVideoStream player, which fixes YouTube Live Streaming
  • SDK will now warn you if you have a PostProcessing Volume component on your reference camera (which you shouldn't do) and offers an autofix for it
  • SDK will now remind you to remove extraneous keywords on the materials on your avatar
    • We've also provided a utility based on a community-created tool to help with removing those keywords
  • Debug menu buttons are now disabled unless you run VRChat with --enable-debug-gui (hopefully temporary!)

Intra-Beta Fixes

  • Fixed a bunch of things that were causing logspam
  • Fixed a broken button in the new account creation process
  • Various changes to reduce hitching
  • Text over portals should appear properly again

We have a new SDK available: https://files.vrchat.cloud/sdk/VRCSDK-2019.11.22.21.00_Public.unitypackage

This link has also been updated in #open-beta-info.

We're still working with Unity to solve further shader issues/bugs within the Unity engine.

Known Issues

  • Index finger-tracking and gestures aren't working
  • Video players may have greenish coloring to them

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

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Hello @everyone ! We've just pushed an update to the open-beta branch! You should now be on Build 880.

Here's the changes since the last Open Beta.

BTW, you should be okay to start updating content. You can upload using 2018.4.13f1 and it should work fine in the version we release with. You can start updating things now. Obviously when we update to the "final" version you should check again, but it is likely your content will be fine.

Brand New Stuff

  • We've updated to Unity 2018.4.13f1! Documentation is being updated. You can still upload using older LTS patches, but if you want to ensure your testing is accurate, you might want to try updating first.
  • Fixed a long-standing issue that should greatly reduce or eliminate VRChat hanging when shut down
  • SDK now warns you at build-time if "Auto Generate GI" is on (which may cause crashes during Build & Upload)
  • SDK blocks avatar upload error if mipmapped avatar textures do not have streaming enabled, and provides an auto-fix
  • Auto Detect Lip Sync now shows a warning dialog if avatar has no Animator

Intra-Beta Fixes

  • Fixed an issue where gestures and finger-tracking would break when changing avatars

We have a new SDK available: https://files.vrchat.cloud/sdk/VRCSDK-2019.11.27.18.44_Public.unitypackage

This link has also been updated in #open-beta-info.

We're still working with Unity to solve further shader issues/bugs within the Unity engine.

Known Issues

  • Video players may have greenish coloring to them

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

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Hello @everyone ! We've just pushed an update to the open-beta branch! You should now be on Build 882.

Here's the changes since the last Open Beta.

You should be updating content now!! You can upload using 2018.4.13f1 and it should work fine in the version we release with. Obviously when we update to the "final" version you should check again, but it is likely your content will be fine.

Intra-Beta Fixes

We have a new SDK available: https://files.vrchat.cloud/sdk/VRCSDK-2019.12.02.16.39_Public.unitypackage

This link has also been updated in #open-beta-info.

#

We're still working with Unity to solve further shader issues/bugs within the Unity engine.

Known Issues

  • Video players may have greenish coloring to them
  • Pickups and locomotion are a little wonky right now. We're actively working on it.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

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Hello @everyone ! We've just pushed an update to the open-beta branch! You should now be on Build 884.

Here's the changes since the last Open Beta.

You should be updating content now!! You can upload using 2018.4.13f1 and it should work fine in the version we release with. Obviously when we update to the "final" version you should check again, but it is likely your content will be fine.

#

Intra-Beta Fixes

  • Unity has fixed a huge amount of shader bugs with the Unity engine that affected us! Most (if not all) 2017 content should appear with little to no issue.
  • Moved to a Unity build which has the shader fix implemented! This isn't in the LTS branch yet, so this is kind of a special case. You don't need to update your editor.
  • Some more network tweaks to improve performance and reduce cases in which networking would slowly fail
  • Fixed issues causing pickups and locomotions to be a bit wonk
  • Fixed animation glitch when locomoting
  • Fixed eyelook simulation
  • Fixed scrolling in menus not working properly
  • Fixed incorrect controller outlines appearing for Touch and Index
  • Fixed an issue where renderers with null materials would throw an exception in VerifyAvatarMipMapStreaming
  • Fixed an issue where missing materials broke MipMap streaming check
  • Fixed an issue where attempting to upload with editoronly-tagged objects would fail in certain configurations
  • Added a deprecated field in the SDK for UsesAdvancedOptions for script back-compatibility.
  • Fixed an issue with Button.BroadcastMessage. Note: Button.SendMessageUpwards is intentionally being removed due to security implications
  • Fixed an issue where stations on avatars with animations wouldn't show or reset properly
  • Fixed an issue where video players had a greenish coloring to them
  • Fixed an issue causing "complicated" objects to freeze the client temporarily when spawned
  • The SDK will now warn if it detects Substance materials in a scene or avatar (Substances are not supported)
  • VRChive and Panorama buttons have been removed pending some fixes, optimizations, and re-implementation
#

We have a new SDK available: https://files.vrchat.cloud/sdk/VRCSDK-2019.12.06.19.26_Public.unitypackage

This link has also been updated in #open-beta-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

Unity 2018 Open Beta - Hub

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Hello @everyone ! We've just pushed an update to the open-beta branch! You should now be on Build 890.

Here's the changes since the last Open Beta.

You should be updating content now!! You can upload using 2018.4.13f1 and it should work fine in the version we release with. Obviously when we update to the "final" version you should check again, but it is likely your content will be fine.

Intra-Beta Changes

  • Re-enabled panos
  • Some fixes to PostProcessing handling
  • Integrated a tool into the SDK that helps users swap to the proper color space
  • Updated to a new Unity build that does not crash on Terrain loads! Thanks Unity!
  • Fixes to various RPC-dependent behavior
  • Fixed the SDK so it won't spam certain types of warnings all the time
  • The SDK will now warn if it detects Substance materials in a scene or avatar (Substances are not supported)
  • A few other SDK fixes and tweaks

We have a new VRCSDK2 (???) available: https://files.vrchat.cloud/sdk/VRCSDK2-2019.12.19.19.56.unitypackage

This link has also been updated in #open-beta-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

Oh, I forgot! Two more little changes:

  • Enabled VRChat Udon in the Open Beta Client
  • Implemented VRCSDK3 in the Open Beta Client

You probably want to learn more about those last two, right? Go to #udon-info to learn more. 🙂

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@everyone In case you were curious (and in the interest of Letting You Know What's Up), the VRChat Dev Team does not plan on pushing the Unity 2018 Open Beta to Live until after the holidays. Just wanted to let you know in case this was holding you up or causing you worry. We've still got a bit of work to do (and we're still waiting on Unity for a few engine bug fixes), and we don't want to rush things.

Have a happy holiday season, play around with some noodles ( #udon-info ), and relax.

We'll pick back up in the new decade. 😉

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Hello @everyone ! We've just pushed an update to the open-beta branch! You should now be on Build 892.

Here's the changes since the last Open Beta.

You should be updating content now!! You can upload using 2018.4.14f1 and it should work fine in the version we release with. Obviously when we update to the "final" version you should check again, but it is likely your content will be fine.

Intra-Beta Changes

  • SDK2/SDK3 component whitelists are seperated based on world descriptor
  • Re-added a short list of nodes that were missing in the previous release
  • Non-exhaustive list: IsPlayerGrounded, IsOwner, GetTrackingData, TeleportTo, SetVelocity, GetVelocity, GetPosition, Equals, GetType, ToString
  • Some performance improvements made to Udon programs running in editor and client

VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2019.12.21.16.01.unitypackage
VRCSDK3 (ONLY use this if you're using Udon): https://files.vrchat.cloud/sdk/VRCSDK3-2019.12.21.16.01.unitypackage
Udon SDK: https://files.vrchat.cloud/sdk/UDONSDK-2019.12.21.15.54_Public.unitypackage

These links have also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

weak raft
#

Hello @everyone ! We've just pushed an update to the open-beta branch! You should now be on Build 893.

Here's the changes since the last Open Beta.

You should be updating content now!! You can upload using 2018.4.14f1 and it should work fine in the version we release with. Obviously when we update to the "final" version you should check again, but it is likely your content will be fine.

Intra-Beta Changes

  • Fixed some issues with player tracking nodes as well as some particle related nodes

Only the client and the Udon SDK have been updated with this update.

Please see previous message for the latest VRCSDK2 and VRCSDK3 packages.
Udon SDK: https://files.vrchat.cloud/sdk/UDONSDK-2019.12.22.12.32_Public.unitypackage

This link has also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only accessible on 2018. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

weak raft
#

For clarity, you should NOT be attempting to use SDK3 in "production" projects, nor should you be attempting to "upgrade" existing projects with SDK3. For now, we strongly suggest only using SDK3 to use Udon, not to make/upload avatars, update/change existing worlds, or other activities like that.

Attempting to use SDK3 for any other purpose other than Udon testing at this time is not supported, and may result in damage to existing projects if you try to use it in them. Don't do it, unless you've made backups and you're sure you know what you're doing.

weak raft
#

Hello @everyone ! We've just pushed an update to the open-beta branch! You should now be on Build 894.

Here's the changes since the last Open Beta.

You should be updating content now!! You can upload using 2018.4.14f1 and it should work fine in the version we release with. Obviously when we update to the "final" version you should check again, but it is likely your content will be fine.

Brand New Stuff

  • Fixed an issue with generic avatars where their animations would not play properly

Changes Since Last Beta

  • Added in support for walk speed, run speed, jump, gravity, and "legacy locomotion" in PlayerAPI (https://i.imgur.com/k3KKchJ.png)
    • "Legacy Locomotion" is a term that defines if "stutter-stepping" and "wall climbing" is possible. Let's break this down:
      • If you're using SDK2, "stutter-stepping" and "wall climbing" will always be on. Despite it being a bug, we didn't want to break worlds that rely on this behavior.
      • If you're using SDK3, "stutter-stepping" and "wall climbing" is off by default. You must turn on "legacy locomotion" in the PlayerAPI via Udon if you want to enable those movement behaviors. The node you're looking for is called "Use Legacy Locomotion"
  • Improvements to new networking system
  • SDK: Fog variants of shaders are now only force-included for avatars, instead of avatars and worlds
  • Fixes to IK effector update behavior to remove "jitter" in some cases, primarily with moving stations set to "Immobilize for Vehicle"
  • AnimationSync and DataStorage should now work together again properly
  • Udon: Fixed an issue with Play mode hanging in editor
  • Udon: Added remainder/modulus/modulo operator Oops, missed this commit. Will be in next release!
#

VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.01.14.10.39.unitypackage
VRCSDK3 (ONLY use this if you're using Udon): https://files.vrchat.cloud/sdk/VRCSDK3-2020.01.14.10.40.unitypackage
Udon SDK: https://files.vrchat.cloud/sdk/UDONSDK-2020.01.14.10.47_Public.unitypackage

These links have also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

weak raft
#

Hello @everyone ! We've just pushed an update to the open-beta branch! You should now be on Build 896.

Here's the changes since the last Open Beta.

You should be updating content now!! You can upload using 2018.4.14f1 and it should work fine in the version we release with. Obviously when we update to the "final" version you should check again, but it is likely your content will be fine.

Changes Since Last Beta

  • Fixed UIShapes not working with Udon
  • Fixed issues with Udon Stations
  • Some optimizations to voice chat
  • Fixed avatars on stations not working
  • Fixes to player instantiation issues
  • Fixed Index controller visibility issues
  • Fix for an issue where sometimes the PC asset would sometimes upload as an Android asset
  • Fixed issue with interact highlight
  • Fixed some issues with triggers and event handlers
  • Fixed an issue causing log spam
  • Updated video player helper binaries
  • Safety and Security fixes

Known Issues

  • Menus might appear at a strange angle

Udon Changes

  • Actually added Remainder operator node
  • Added accessor for Udon endpoint names
  • Fixed a bug with some default values on nodes
  • Fixed flow showing/not showing on nodes where it shouldn't/should show
  • Fixed Udon breaking cameras
  • Added UI support for special newline characters
  • Improve UI for quaternion fields
  • Added Mesh Constructor node
  • Added Gizmos nodes
  • Added Comment node

We would like to thank Unity for their continuing work on fixing issues and bugs we've sent to them! More to come.

#

Fixes from Unity

  • Fixed: Shaders from AssetBundles versioned older than 2018.4.x would not work properly in new versions.
  • Fixed: Unity Terrain would cause crashes in VR mode
  • Security Fixes

We are awaiting some further major bug fixes from Unity.

VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.02.03.22.36.unitypackage
VRCSDK3 (ONLY use this if you're using Udon): https://files.vrchat.cloud/sdk/VRCSDK3-2020.02.03.22.36.unitypackage
Udon SDK: https://files.vrchat.cloud/sdk/UDONSDK-2020.02.03.11.56_Public.unitypackage

These links have also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

weak raft
#

Hello <@&503009384968749076> testers! We've just pushed an update to the open-beta branch! You should now be on Build 898. If you're curious how to access this branch, please see #open-beta-info.

You should be updating content now!! Use the version noted in our documentation here: https://docs.vrchat.com/v2019.4.1/docs/current-unity-version Obviously when we update to the "final" version you should check again, but it is likely your content will be fine.

Changes Since Last Beta
Udon
There are some breaking changes in this version of Udon. Any Udon content should be re-compiled and re-uploaded. This means that in order to get your Udon project working again, you will need to recompile your graphs-- in other words, open the graph and hit the compile button.
We want to avoid these breaking changes when release comes, so we're trying to get them out of the way during the Open Beta process. We expect at least one more Open Beta release of Udon that contains breaking changes that will require recompilation and reupload.

  • BREAKING CHANGE mostly for custom compilers: Refactored node registry to provide parameter ordering information to compilers
  • Fixed inconsistant nodedefinitions
  • Added API for getting definitioninfos (function/field/etc signatures) from nodedefinitions
  • Enabled merging execution paths after splitting flow
  • Fixed Raycast with max distance overload compiling parameters out of order
  • Fixed Quaternion.ToAngleAxis returning incorrect types
  • Subgraphs now support arbitrary input and output parameters, just mark the variable public and use a "set variable" or "get variable" node to expose them.
  • Implemented Udon Sync tweening modes
  • Added several new methods for accessing player variables (IsUserInVR, GetRunSpeed, GetWalkSpeed, GetJumpImpulse, GetGravityStrength)
  • Subgraph variables are now scoped and cannot access/be accessed by parent graphs
  • Subgraphs now enforce a single custom event input
#
  • Fixed struct setters not working
  • Updated some VRCSDK APIs
  • Graph editor titlebar should display name of current program
  • Fixed UnityObjectEquals, NavMeshAgent.SetDestination linking to wrong documentation
  • Misc minor bugfixes

Client

  • Some fixes to avatar stations
  • Some fixes to BattleDiscs

Brand New Stuff
Client

  • Player voice chat now adjusts bitrate based on available bandwidth and other factors
  • Work done to fix many memory leaks (but not all, we'll keep hunting)
  • Work done to improve CPU usage in many cases
  • Lots of small changes across the board to improve RPC and networking behavior

Known Issues

  • Some problems with non-held objectSync objects
  • Menu rotates oddly when spawned
  • Some worlds will result in a black screen on load (ex: Room of the Rain). May be related to Video Panels
  • Video players will produce crashes on systems with Windows Media Foundation library missing. This is rare, and only occurs on non-typical installs or unsupported operating systems (Windows 7, running on Linux via Proton, etc)

We are awaiting some further major bug fixes from Unity.

VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.02.23.13.54.unitypackage
VRCSDK3 (ONLY use this if you're using Udon): https://files.vrchat.cloud/sdk/VRCSDK3-2020.02.23.13.54.unitypackage
Udon SDK: https://files.vrchat.cloud/sdk/UDONSDK-2020.02.23.14.05_Public.unitypackage

These links have also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

weak raft
#

Hello <@&503009384968749076> testers! We've just pushed an update to the open-beta branch! You should now be on Build 900. If you're curious how to access this branch, please see #open-beta-info.

You should be updating content now!! Use the version noted in our documentation here: https://docs.vrchat.com/v2019.4.1/docs/current-unity-version When we update to the "final" version you should check again, but it is likely your content will be fine.

Currently, there is no release date for VRChat on Unity 2018 LTS. We are awaiting some further major bug fixes from Unity.

Changes Since Last Beta
Client

  • CombatSystem has been replaced with PlayerAPI in VRCSDK3
  • Fixed: Branch node False path in Udon causes VM errors
  • Fixed: Null entries in prefabs causes world load issues
  • Fixed: Sometimes the UI breaks depending on how the scene loaded
  • Fixed: Camera "Lens Mode" button not properly swapping modes
  • Fixed: Gestures and finger tracking not working properly
  • Fixed: Menu rotates oddly
  • Fixed: Some worlds result in a black screen when loaded
  • Fixed: Misc issues with chest IK
  • Tuned hip IK interpolation
  • Improved Garbage Collector behavior
  • Tuning to client networking

Brand New Stuff
Client

  • Some new features and changes to the Status system, as described in our recent blog post: https://medium.com/vrchat/upcoming-status-system-changes-ed7f824e96ff
    • Added "Ask Me" status. This feature will not work in Open Beta and will not be operational until the client is released to Live
    • Renamed "Busy" to "Do Not Disturb"
    • Status colors tweaked for readability and contrast

Known Issues

  • Some problems with non-held objects with position/rotation sync enabled
  • Video players will produce crashes on systems with Windows Media Foundation library missing. This only occurs on unsupported operating systems (Windows 7, running on Linux via Proton, etc). This is a "Won't Fix" issue, and will not be listed in future changelogs.
#

VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.02.28.16.27.unitypackage

VRCSDK3 (ONLY use this if you're using Udon): https://files.vrchat.cloud/sdk/VRCSDK3-2020.02.28.16.27.unitypackage
Udon SDK: https://files.vrchat.cloud/sdk/UDONSDK-2020.02.28.21.02_Public.unitypackage - Udon may not be working properly in the client right now. We'll get a new build up as soon as possible.

These links have also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

Also, don't worry, this time I'll only ping once blobupsidedown

weak raft
#

Hello <@&503009384968749076> testers! We've just pushed an update to the open-beta branch! You should now be on Build 902. If you're curious how to access this branch, please see #open-beta-info.

You should be updating content now!! Use the version noted in our documentation here: https://docs.vrchat.com/v2019.4.1/docs/current-unity-version When we update to the "final" version you should check again, but it is likely your content will be fine.

Currently, there is no release date for VRChat on Unity 2018 LTS. We are awaiting some further major bug fixes from Unity.

Changes Since Last Beta
Client

  • Added --enable-sdk-log-levels command line option. This option enables trigger, event, and RPC logging
  • Fixed: VRCSDK3 sample station
  • Fixed: Hip issues in Desktop Mode
  • Various adjustments to networking code to improve stability
  • Udon: If player velocity is manually set, ignore isGrounded for a frame
  • Udon: Added VRCPlayerApi.GetRotation(), VRCPlayerApi.GetBonePosition and GetBoneRotation()
  • Trigger now correctly operates more than once for OnEnterTrigger and OnEnterCollider
  • The Udon Assembler now supports jumping forward to labels

Known Issues

  • Some problems with non-held objects with position/rotation sync enabled

VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.03.08.09.22.unitypackage
VRCSDK3 (ONLY use this if you're using Udon): https://files.vrchat.cloud/sdk/VRCSDK3-2020.03.08.09.22.unitypackage
Udon SDK: https://files.vrchat.cloud/sdk/UDONSDK-2020.03.07.18.44_Public.unitypackage

#

These links have also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2019.4.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

weak raft
#

Hello <@&503009384968749076> testers! We've just pushed an update to the open-beta branch! You should now be on Build 904. If you're curious how to access this branch, please see #open-beta-info.

You should be updating content now!! Use the version noted in our documentation here: https://docs.vrchat.com/v2020.1.1/docs/current-unity-version When we update to the "final" version you should check again, but it is likely your content will be fine.

Currently, there is no release date for VRChat on Unity 2018 LTS.

Documentation has migrated to the new version string 2020.1.1. All links have been updated.

Brand New Stuff
Client

  • VRChat has upgraded to a new Unity version! The VRChat client is currently built using a Preview build.
  • As a result, creators should upgrade to Unity 2018.4.19f1. Content uploaded with older 2018.4.x versions should still be fine.
  • Added the following components to the SDK2/SDK3 avatar whitelist, and the SDK3 world whitelist. SDK2 worlds do NOT have access to these components.
    • AimConstraint
    • LookAtConstraint
    • ParentConstraint
    • PositionConstraint
    • RotationConstraint
    • ScaleConstraint
  • Added ParticleSystemForceField to SDK3 world whitelist. SDK2 worlds do NOT have access to this component.
  • Removed AMD graphics card check, it is no longer required
#

Changes Since Last Beta
Client

  • Fixed: Behavior of various triggers not working as expected
    • EnterTrigger, OnExitTrigger, OnEnterCollider, OnExitCollider, OnDestroy, OnEnable and OnParticleCollision
  • Fixed: Hip issues in FBIK mode
  • Some tweaks to IK to help with stations
  • SDK3: UI has been disabled for AnimationSync, it isn't supported just yet. Coming soon!
  • Udon: Node subgraphs disabled. They will return at a later point, potentially after release. They're not quite ready yet, coming soon!
  • Udon: The Udon assembler can now handle jumps to labels after the jump
  • Fixed: Some bugs with the OSC server that cause exceptions
  • Fixed: Lights in mirror don't show halo sprite/image
  • Added: Sample avatar to SDK3
  • Changes to image download that improve menu performance and loading time
  • Some other changes to menus to help with performance
  • Further work on networking to improve behavior and performance

Known Issues

  • Some problems with non-held objects with position/rotation sync enabled
#

Do not use VRCSDK2 and VRCSDK3 in the same project. They are exclusive. If you import them both, your project will break. Don't do it!!!

All SDKs below must be used with the current supported version of Unity for the Open Beta, which is 2018.4.19f1.

VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.03.10.12.47.unitypackage

VRCSDK3: https://files.vrchat.cloud/sdk/VRCSDK3-2020.03.10.12.47.unitypackage
Udon SDK (MUST be used with VRCSDK3): https://files.vrchat.cloud/sdk/UDONSDK-2020.03.13.17.05_Public.unitypackage

These links have also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2020.1.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

slate heart
#

Hello <@&503009384968749076> testers! We've just pushed a small patch to the open-beta branch on Steam. The build number remains 904.

Changes:

  • Fixed bug causing constraint components to be removed when loaded
  • Fixed bug blocking SDK upload when constraint components were present

You will need new VRCSDKs for this patch. The Udon SDK provided in the last post does not need to be replaced.

VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.03.14.13.18.unitypackage

VRCSDK3: https://files.vrchat.cloud/sdk/VRCSDK3-2020.03.14.13.18.unitypackage

Please test out the changes and let us know how it goes!

weak raft
#

Hello <@&503009384968749076> testers! We've just pushed an update to the open-beta branch! You should now be on Build 906. If you're curious how to access this branch, please see #open-beta-info.

THIS VERSION IS CONSIDERED A "RELEASE CANDIDATE". This is your final warning-- check your content, test your stuff, report bugs, reupload content if necessary. This is the "last call".

Please report any bugs that you find in our Feedback board!!!

If there are no major blocking issues with this version of VRChat, we will be pushing this version to Live.

You should be updating content now!! Use the version noted in our documentation here: https://docs.vrchat.com/v2020.1.1/docs/current-unity-version When we update to the "final" version you should check again, but it is likely your content will be fine.

Documentation has migrated to the new version string 2020.1.1. All links have been updated.

Brand New Stuff
Client

  • Security: VRChat will now check to make sure that the correct youtube-dl binary is being used on startup. If a mismatch is detected, a warning is issued
  • There have been a few changes to the world component whitelist. Depending on what SDK the world is built with, components from these packages are no longer supported and will be removed:
  • Not supported in VRCSDK2 or 3: Dynamic/Volumetric Fog and Mist, Post Processing v1
  • Not supported in VRCSDK3: PhysSound, Realistic Eye Movements, Unity Standard Assets

Changes Since Last Beta
Client

  • Adjustments made to reduce voice distortion in edge cases
  • Various fixes to reduce exceptions and log spam
  • Example scenes and Udon graphs added to VRCSDK assets
  • VRCSDK3: Avatar Descriptor is marked as Coming Soon. Please use VRCSDK2 if you are making avatars.
  • VRCSDK3: Animation Sync is marked as Coming Soon.
  • Updated Post Processing v2 to 2.3.0

Known Issues

  • Some problems with non-held objects with position/rotation sync enabled
#

Do not use VRCSDK2 and VRCSDK3 in the same project. They are exclusive. If you import them both, your project will break. Don't do it!!!

All SDKs below must be used with the current supported version of Unity for the Open Beta, which is 2018.4.19f1.

Use VRCSDK2 if: you are supporting an older world using Triggers and Actions, or you are making avatars.
VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.03.21.12.04.unitypackage

Use VRCSDK3 if: you are creating a new world using VRChat Udon. Do not use VRCSDK3 for avatars.
VRCSDK3 and Udon must be used together. If you only import one or the other, you'll get errors.
VRCSDK3: https://files.vrchat.cloud/sdk/VRCSDK3-2020.03.21.12.04.unitypackage
Udon SDK: https://files.vrchat.cloud/sdk/UDONSDK-2020.03.21.12.24_Public.unitypackage

These links have also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2020.1.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

weak raft
#

Additional note I can't edit in because I hit the character limit on the previous post:

  • Added --enable-udon-debug-logging command line argument to enable Udon heap and stack dumps in the client. Heap and stack dumps are always shown in Editor
weak raft
#

Hello <@&503009384968749076> testers! We've just pushed an update to the open-beta branch! You should now be on Build 908. If you're curious how to access this branch, please see #open-beta-info.

THIS VERSION IS CONSIDERED A "RELEASE CANDIDATE". This is your final warning-- check your content, test your stuff, report bugs, reupload content if necessary. This is the "last call".

Please report any bugs that you find in our Feedback board!!!

If there are no major blocking issues with this version of VRChat, we will be pushing this version to Live.

You should be updating content now!! Use the version noted in our documentation here: https://docs.vrchat.com/v2020.1.1/docs/current-unity-version When we update to the "final" version you should check again, but it is likely your content will be fine.

Documentation has migrated to the new version string 2020.1.1. All links have been updated.

Brand New Stuff
Client

  • VRChat has moved to Unity 2018.4.20f1. You should swap your Unity Editor to this version. Barring any major issues, this is the version of Unity we will ship with, as it contains all fixes we were waiting on.
  • Various performance improvements to the menu
  • Added --enable-sdk-log-levels which enables a TON of spammy logging related to SDK2 worlds
  • Spurious delays in executing triggers are reduced
  • Out-of-order issues with executing events are reduced
  • Numerous bugs in ownership have been addressed
  • Added new network and event debug displays; debug keys 7 and 8; only available to the world author, administrators, or locally-sourced worlds
  • Network performance enhancements across the board
  • Outgoing voice quality will now be adjusted based on the users available bandwidth
  • Changes made to resolve some cases of excessive RAM usage
  • Various Udon examples have been added to the SDK, these are still in progress
  • Multiple adjustments to logging, reducing spam
  • Improvements to crash logging details
#

Changes Since Last Beta
Client

  • Further edits to properly separate SDK2/SDK3 and their components
  • Fixed "In Room" list to display correctly again
  • "Community Labs" row appears normally again
  • Fix to the "Show Avatar" button so that it doesn't stop locomotion
  • Issues causing popping and general voice degradation have been resolved
  • Fixed a large amount of issues having to do with Network ID assignment
  • Disabled triggers no longer fire
  • VRC_ObjectSync correctly syncs animations and animators again

Known Issues that we're currently working on:

  • Some problems with non-held objects with position/rotation sync enabled
  • Some "player tracking" methods/prefabs do not appear to be functioning as expected
  • Instance master will see all other users stuck at spawn in some situations
#

Do not use VRCSDK2 and VRCSDK3 in the same project. They are exclusive. If you import them both, your project will break. Don't do it!!!

All SDKs below must be used with the current supported version of Unity for the Open Beta, which is 2018.4.20f1.

Use VRCSDK2 if: you are supporting an older world using Triggers and Actions, or you are making avatars.
VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.03.28.10.18.unitypackage

Use VRCSDK3 if: you are creating a new world using VRChat Udon. Do not use VRCSDK3 for avatars.
VRCSDK3 and Udon must be used together. If you only import one or the other, you'll get errors.
VRCSDK3: https://files.vrchat.cloud/sdk/VRCSDK3-2020.03.28.10.18.unitypackage
Udon SDK: https://files.vrchat.cloud/sdk/UDONSDK-2020.03.28.09.26_Public.unitypackage

These links have also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

If you need to read up on how to swap to 2018, please read this: https://docs.vrchat.com/v2020.1.1/docs/migrating-from-2017-lts-to-2018-lts

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

weak raft
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Hello <@&503009384968749076> testers! We've just pushed an update to the open-beta branch! You should now be on Build 910. If you're curious how to access this branch, please see #open-beta-info.

THIS VERSION IS CONSIDERED A "RELEASE CANDIDATE". This is your final, FINAL warning-- check your content, test your stuff, report bugs, reupload content if necessary. This is the "last call, but no, really, LAST CALL".

Please report any bugs that you find in our Feedback board!!!

If there are no major blocking issues with this version of VRChat, we will be pushing this version to Live.

You should have been updating your content months ago! If you're behind, update to the version noted in our documentation here: https://docs.vrchat.com/v2020.1.1/docs/current-unity-version. We've got a migration guide on our documentation as well: https://docs.vrchat.com/v2020.1.1/docs/migrating-from-2017-lts-to-2018-lts

Changes Since Last Beta
Client

  • Udon and SDK3 are now a single UnityPackage
  • Changes to fix a random crash
  • Changes to fix users being stuck at spawn for master
  • Trust ranks are now correctly loaded immediately on instance join
  • FBT handles head rotation correctly again, chest does not rotate with head
  • Fixes to stop crashes caused by rare terrain configuration
  • Issues related to FollowTarget have been resolved

Do not use VRCSDK2 and VRCSDK3 in the same project. They are exclusive. If you import them both, your project will break. Don't do it!!!

#

All SDKs below must be used with the current supported version of Unity for the Open Beta, which you can find here: https://docs.vrchat.com/v2020.1.1/docs/current-unity-version

Use VRCSDK2 if: you are supporting an older world using Triggers and Actions, or you are making avatars.
VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.03.31.20.27.unitypackage

Use VRCSDK3 if: you are creating a new world using VRChat Udon. Do not use VRCSDK3 for avatars.
VRCSDK3+Udon: https://files.vrchat.cloud/sdk/VRCSDK3%2BUDON-2020.03.31.20.42.unitypackage

These links have also been updated in #open-beta-info and in the Udon "Getting Started" thread.

For more information regarding Udon, please visit #udon-info.

Remember to please post Feedback on our Open Beta feedback boards as you find issues and other items to report. https://feedback.vrchat.com/open-beta

We've also got a "VRChat 2018 Beta Hub" available! It is only visible on 2018 (because there's only a 2018 version uploaded) and its stuck to the front of Community Spotlight. Join those instances to join others that are in the Beta! https://vrchat.com/home/world/wrld_1fee3d30-345d-4e7e-8ab4-e7664007b3ef

weak raft
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Hello there <@&503009384968749076> testers! We've got a new build for you ready for testing! This one is VRChat 2020.2.1, build 926.

If you need to catch up, check out our patch notes: https://docs.vrchat.com/v2020.2.1/docs/latest-release

Client
Features

  • Replaced the "extender" button on the camera with a Lock button. This button locks the camera into player space (so it will move with you) and prevents it from being accidentally grabbed until the camera is unlocked

Changes

  • Improvements to mirror performance
  • Improved station behavior, stabilized viewpoint position when moving in stations
  • System specifications and application version are now logged in the output log

Fixes

  • Fixed: Camera lens indicator sometimes doesn't appear on/for other players
  • Fixed: Nameplates are cutting off an extra character after 2020.1.1 update

Ongoing

  • Safety and Security fixes

VRCSDK3 + Udon and VRCSDK2

  • Improved visibility of platform compatibility in the Builder window
  • Added a button to swap platforms in the Builder window
  • Added information on current platform compatibility in the Builder window

SDK Links
SDK2 - https://files.vrchat.cloud/sdk/VRCSDK2-2020.05.06.12.17_Public.unitypackage
SDK3 + Udon - https://files.vrchat.cloud/sdk/VRCSDK3-UDON-2020.05.06.12.27_Public.unitypackage

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

weak raft
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Hello there <@&503009384968749076> testers! We've got a new build for you ready for testing! This one is VRChat 2020.2.2, build 931.

Check out our patch notes: https://docs.vrchat.com/v2020.2.2/docs/latest-release

Client

Fixes

  • Updated Visual C++ Redistributable package requirement to 2019 on Steam and Oculus, which should help fix some voice and video player issues
  • Fixed: Camera nameplate does not display as many characters as the user nameplate
  • Fixed: Camera jitters when locomoting
  • Fixed: Avatar moves away from stations/viewpoint when in a moving station

Ongoing

  • Safety and Security fixes

There is no new SDK for this release.

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

weak raft
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Hello <@&503009384968749076> testers! We've got a new Open Beta up for you. This one is VRChat 2020.2.3, build 936.

There are new SDKs for this release:
VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.06.11.14.04_Public.unitypackage
VRCSDK3 + Udon: https://files.vrchat.cloud/sdk/VRCSDK3-UDON-2020.06.11.14.01_Public.unitypackage

Check out the changelog: https://docs.vrchat.com/v2020.2.3/docs/latest-release

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

Client

Features

  • Implemented an automatic update system for video helper binaries
    • VRChat will check for updates to these files upon start. If a new version is detected, it will be downloaded and installed automatically
    • This will permit much faster updates to these files, and allow us to fix video playback more quickly

Changes

  • Updated bundled content, lowering base installer size
  • Quality of life changes to login flow

Fixes

  • Fixed: Avatar stations do not work unless enabled by an animator
  • Fixed: Mic toggles on/off when pressing Ctrl-V
  • Fixed: User voice issues when in moving stations
  • Fixed: User voice does not emit from the head of the avatar in some situations

Ongoing

  • Safety and Security fixes

VRCSDK3 + Udon and VRCSDK2

Fixes

  • Fixed: When locally testing with multiple clients, clients will not be in the same instance
  • Fixed: Inconsistent behavior with the execution of SDK2 broadcast events for late joiners
  • Fixed: Inconsistent behavior for Owner and Master SDK2 broadcast events
  • Fixed: Various bugs with Animator Sync state syncing
  • Fixed: Inconsistent behavior with SDK2 triggers on Object Instantiator template objects that are disabled at start and enabled after cloning
weak raft
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Hello <@&503009384968749076> testers! We've got a new Open Beta up for you. This is VRChat 2020.3.1, build 950.

Please note that this build is separate from the Avatars 3.0 Open Beta, and does not include Avatar 3.0 systems. AV3 will be in a future release.

There are new SDK files for this release:
VRCSDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.07.10.11.13_Public.unitypackage
VRCSDK3 + Udon: https://files.vrchat.cloud/sdk/VRCSDK3-UDON-2020.07.10.11.13_Public.unitypackage

Check out the changelog: https://docs.vrchat.com/v2020.3.1/docs/latest-release

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

As it always is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

#

Client
Changes

  • Performance improvements made to logging
  • Small adjustment to in-app moderation messages
  • AVPro is now disabled when using VRChat on Linux via SteamPlay/Proton
    • This should enable fairly stable VRChat usage on Linux via Proton! We don't officially support Linux as a platform just yet, but we hope this will hold you over 🐧

Fixes

  • Fixed a local date format issue that caused issues when creating an account in countries with different date formats

Ongoing

  • Safety and security fixes

Known Issues

  • When spawning into a world, newly joining players will appear at world origin for a moment before teleporting to spawn
  • In some cases, users may be invisible/inaudible until their avatar is hidden/shown

Udon
Features

  • A brand new Udon Node Graph! For a great overview, check out this awesome video by VRChat Developer MomoTheMonster: https://youtu.be/IVjEx_H5BZc
  • Many additions to the Node Graph editor (see release notes)
  • New Udon Operator Nodes (see release notes)
  • New Udon Type Nodes (see release notes)
weak raft
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Hello <@&503009384968749076> testers! We've got a new build up on open-beta for you. This one is 2020.3.2, build 961-- and its a doozy!

Check out https://docs.vrchat.com/v2020.3.2/docs/latest-release for the full changelog.

There are new SDK files for this release:
SDK2: No new SDK2.
SDK3: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.07.23.21.16_Public.unitypackage

IF YOU HAVE PREVIOUSLY MADE A PROJECT FOR AVATARS 3, PLEASE PLEASE PLEASE READ THE BELOW
If you already have an Avatars 3 project, your old avatars WILL BE BROKEN. You MUST check the #730973243904753705 channel for information on how to properly upgrade. If you don't read that post, you're going to lose important avatar components. Don't skip it. You will lose your hard work. Read it! blobpray

As always, check out the Open Beta on the Steam open-beta branch. If you find any issues, please post them on our Feedback boards at http://feedback.vrchat.com/open-beta

As it always is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

#

Client

Features

  • We've released Avatars 3.0! This is a whole new framework of avatar creation, intended to allow creators to make powerful new avatars that allow players to be expressive, control their avatars, and a ton more! Check out more info at our docs page: https://docs.vrchat.com/v2020.3.2/docs/what-is-avatars-30
    • If you want to learn how to make an Avatars 3.0 avatar, you've got a bunch of resources:

Changes

  • Improved eyelook behavior for all avatars
  • Upgraded to latest spatializer and lipsync libraries
  • Portals now increment to hard-cap (2x capacity) instead of soft-cap
  • Allow re-joining your own world (via clicking the text at the top of the Worlds menu) when the world is over soft-cap
  • Adjusted default player limit in SDK from 8 to 16
  • Enforce 48KHz application audio output setting to avoid some edge-case issues

Fixes

  • Fixed noisy feedback when switching avatars

Ongoing

  • Safety and Security fixes

SDK 3

  • Addition of Avatars 3.0 to SDK, see Client Features section for more details
#

To reiterate, THIS UPDATE WILL BREAK YOUR EXISTING AV3 PROJECT IF YOU BLINDLY UPDATE. If you don't follow the instructions, you're going to lose hours of work that will be very hard to recover from. Read the latest posts in #730973243904753705. cirBlech

weak raft
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Hello <@&503009384968749076> testers! A quick update to the Open Beta before we sign off for the weekend.

We've just pushed VRChat 2020.3.2, build 962 to the open-beta branch.

There is only one change in this new Open Beta revision.

Client
Fixes

  • Fixed an issue causing the Action Menu to stop working when avatars are loaded

Sorry about the late ping! Remember, if you find any bugs in the Open Beta, please ensure you post them to the correct Feedback board. Let's go ahead and split them up.

If you find an issue related to Avatars 3.0, please post to the AV3 Feedback board: https://feedback.vrchat.com/avatar-30
If you find an issue unrelated to Avatars 3.0 but present in the Open Beta, please post it to the Open Beta board: https://feedback.vrchat.com/open-beta

This will help keep us organized. Thanks for your continued awesome feedback and bug reporting, and have fun building your powerful new avatars over the weekend!

weak raft
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Hello <@&503009384968749076> (and <@&732856703082561606>) testers! We've got a new build out for you with tons of changes-- in particular for Full-Body Tracking. We'll leave that for the last part of the notes, because its over 6000 characters so far. sweats Let's clear out the other stuff first.

VRChat[open-beta] is now on build 964.

Full changelogs are available here: https://docs.vrchat.com/v2020.3.2/docs/latest-release

VRCSDK Links:
SDK2: No update.
SDK3: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.07.30.09.18_Public.unitypackage

Client

Changes

  • Many changes to Full Body Tracking. See full changes below.

Fixes

  • Fixed an issue where pressing the Esc key to exit the Main Menu would open up the Quick Menu immediately after
  • Eye look movement values were flipped
  • Improvements to AV3 syncing
  • Debug menu no longer collides with stuff in the world
  • Fixed an issue where switching to AV3 avatar while using AV2 Emote resulted in not being able to move

SDK3

Changes

  • Added "Use Auto Footstep" and "Force Locomotion Animation" options to the avatar descriptor.

Documentation

#

Full Body Tracking

  • Full Body Tracking has had some changes! Don't worry, you shouldn't need to make any changes to your rigs (assuming you're not using any "rig hacks"). This is necessary due to an upgrade of the system we use for FBT. There's a lot going on here-- if you're a FBT user, you'll want to read through this full list!
  • Calibration has changed! This affects both AV2 and AV3 avatars.
    • When calibrating, your avatar is attached to your HMD. This greatly improves viewpoint replication even while laying down (although you'll probably still get a ~centimeter of drift if your avatar proportions are wacky). Keep your head straight while calibrating! Mirrors are very helpful.
    • Calibrate with your playspace zeroed out, and ensure your height is correct in your Settings menu. This is wildly important. If you calibrate with a zeroed out playspace and the proper height, you avoid a lot of issues, like having your feet go into the ground.
    • ... that being said, if you're having issues with your height being slightly off, this is because you weren't lying and you ACTUALLY ARE five foot, 11-and-a-half inches tall! You should calibrate first with zeroed playspace and proper height, then use something like Advanced OVR Settings to adjust your playspace height up or down. You shouldn't have to do this any more than 1/2 of an inch (~1.3cm) up or down.
    • Here's some tips on how to calibrate using the new system:
      • Look down at your feet. Use either the tracking balls within VRChat or look down at your IRL feet to ensure you've got the same spacing as your avatar.
      • To calibrate, look forward, stand straight, and pull both triggers. Like before, putting your arms out in T-Pose is optional, but it can help with orientation.
#
  • If you have issues of your instep not being in the correct position, the proper way to fix that is to adjust the T-Pose of your avatar. If you try to adjust it using another method, you may lose tracking fidelity because angles on your measurements will be incorrect.
    • If you prefer the old calibration method for some reason, launch VRChat with the --legacy-fbt-calibrate launch option.
  • Various tuning done to FBT to improve behavior. This affects both AV2 and AV3 avatars.
  • Added some additional options to the Avatar Descriptor for AV3 avatars to assist with tuning behavior
    • "Use Auto Footstep" is on by default. It only applies to 3-point or 4-point tracking. Turning it off means you're disabling the procedural lower body animation for room-scale movement.
      • This procedural animation is what plays when you move around in room-space while in 3 or 4-point tracking
      • Leaving "Auto Footsteps" on (which is the default state) will still allow you to enable/disable tracking via the Tracking Control state behavior
      • If "Use Footsteps" is off, enabling/disabling tracking on your legs and hips won't do anything, and you're relying on your animations to drive your lower body at all times.
    • "Force Locomotion Animations" is on by default. It only applies to 6-point tracking (Full-Body Tracking).
      • When "Locomotion Animations" is on, locomoting in FBT (as in, moving your joysticks) will play a walking/running animation, as it does in Live currently.
      • When "Locomotion Animations" is off, locomoting in FBT will NOT play the walking/running animation. This is useful if you wish to "mime" your walking with your full-body tracking movement
      • If you are turning off "Locomotion Animations", do not use the default Base and Additive layers. You're expected to make your own!
  • Tweaked/added new "Idle" and "StandStill" animations. This only affects AV3 avatars.
#
  • The default proxy idle (vrc_idle.anim) is the AV2 "Male" idle, but with tweaked shoulders to prevent shoulder droop.
    • Idle 2 (vrc_idle2.anim) is the AV2 "female" idle.
    • Idle 3 (vrc_idle3.anim) is the AV2 "male" idle.
    • The default proxy StandStill (vrc_stand_still.anim) is the AV2 "Male" idle, but with some additional tweaks to avoid issues.
    • Stand Still 2 (vrc_stand_still2.anim) is the AV2 "female" Stand Still.
    • Stand Still 3 (vrc_stand_still3.anim) is the AV2 "male" Stand Still.
    • You can use any of these by using the example Base Playable layer and slotting in the desired animations in the appropriate states.
    • Of course, if you don't like any of these... make your own! :)
  • Some tweaks to the symmetry and alignment of default T-Pose and IK Pose. This affects both AV2 and AV3 avatars.
    • Again, if you prefer something different, you're totally free to make your own. Only applies to AV3 avatars
    • When you're posing your own T-Pose and IK pose, make sure you're posing bones, and not the IK targets. These IK targets are not used by VRChat-- they're part of the default Unity system.
  • Further tweaks to assist with viewball drift while lying down. This affects both AV2 and AV3 avatars.
    • This is hard to do universally-- if you have major problems with viewball drift, you may want to consider adjusting your avatars proportions to more closely match your own.
#
  • WARNING: Remember when I told you to stop using rig hacks last year? I'm telling you again. Stop it! If you have things like zero-length necks/hips, flipped hips, etc, you are going to have major problems.
    • As a reminder, ensure you have your correct height specified in Settings, and ensure your playspace is both properly calibrated for your floor and zeroed-out (not moved by Playspace Mover or Advanced OpenVR Settings).
    • All reports of FBT weirdness or issues will require that you replicate and test with a standard rig, reasonable proportions, correct height, and properly-calibrated playspace.
    • If you're confused about what a "rig hack" is and want to know how to set things up, check out our documentation on FBT Rigging Requirements: https://docs.vrchat.com/docs/full-body-tracking#rigging-requirements
slate heart
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Hello <@&503009384968749076> testers! One more build before weekend.

This is VRChat 2020.3.2, build 966. It is now live on open-beta.
SDK Links:
SDK2: No new SDK.
SDK3: https://files.vrchat.cloud/sdk/VRCSDK3-2020.07.31.17.18_Public.unitypackage

Client
Changes

  • The Button control for AV3 avatars can again be held down instead of pressed once
  • AV3 now supports avatars with no finger bones. AV2 avatars must still meet the minimum requirements for finger bones

Fixes

  • Fixed an issue where clicking Reset Avatar while locomotion was disabled would force a T-Pose
  • Fixed an issue where eyelook would tend to look at the waist of the target rather than the face
  • Fixed some issues with crouching and automatic footsteps
  • Fixed some issues with AV2 and AV3 avatars that would cause T-Posing
  • Fixed an issue where parameters were not syncing at avatar load

If you find an issue related to Avatars 3.0, please post to the AV3 Feedback board: https://feedback.vrchat.com/avatar-30
If you find an issue unrelated to Avatars 3.0 but present in the Open Beta, please post it to the Open Beta board: https://feedback.vrchat.com/open-beta

weak raft
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Hello <@&503009384968749076> and <@&732856703082561606> testers! We've got a new build out for you today.

This one is VRChat 2020.3.2, build 968. This build is a Release Candidate. This means that if all goes well, we will be releasing this version to Live very soon, probably within the next few hours. We're releasing this to Beta so we can perform some testing with our testing group, and to give you a heads-up on the SDK split and other changes.

Full changelogs are available here: https://docs.vrchat.com/v2020.3.2/docs/latest-release

ATTENTION: POTENTIAL AV3 PROJECT BREAKAGE
You must follow these instructions in order to upgrade your existing AV3 project without breaking state behaviors. Please read the full changelog below for more details. No more breaking changes are anticipated for AV3 projects.

  1. Back up your AV3 project.
  2. Open your AV3 project in Unity.
  3. Import the SDK3-Avatars package below. Ignore any errors in console.
  4. Close Unity.
  5. Go to your AV3 project folder. Go to the Assets folder.
  6. Delete these files and folders:
  • From Assets\: delete the Udon folder, Udon.meta file
  • From Assets\VRCSDK\Plugins: delete VRCSDK3.dll, VRCSDK3-Editor.dll, VRCCore-Standalone.dll, and meta files
  • From Assets\VRCSDK\Dependencies\VRChat\Editor\: delete Components, Components3, ControlPanel folders, and meta files
  1. Open your AV3 project in Unity.
  2. Import the SDK3-Avatars package again.

If you are upgrading a SDK3 World project to the new SDK, the standard "delete Udon and VRCSDK folders, launch Unity, install update" should work fine.

VRCSDK Links:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.08.06.17.40_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.08.06.17.39_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2020.08.06.17.38_Public.unitypackage

#

Client

Features

  • Added an Avatar Download Size statistic to Avatar Performance Stats. This file size is the compressed package download size of the avatar package. It does not affect Performance Rank yet
  • Added an Avatar Download Size Limit to the Performance Options. You can adjust the limit in the Safety > Performance Options window
    • Clicking the arrows will increase/decrease the limit by 5MB at a time
    • The limit is set to 200MB by default. Setting it to zero will disable the system
    • This limit applies to all players, including your friends
    • If an avatar exceeds this file size, it will not be downloaded, and the avatar will be replaced with a "Performance Blocked" placeholder
    • You can override this limit on a per-player basis by using "Show Avatar"

Changes

  • Added mouth/jaw tracking status to AV3 Debug menu

Fixes

  • Fixed an issue where world player teleport was not working properly
  • Fixed an issue where AV3 avatars would not reset parameters properly when changing avatars
  • Fixed an issue where remote players who were still loading avatars would have their audio muted
  • Fixed an issue where, in the event of a failed world join to a non-public instance, you would be sent to a public instance of the world
  • Fixed an issue where the text in the avatar download progress bar was incorrectly truncated

Known Issues

  • Download size is inaccurate for avatars that have already been downloaded
  • Some (very important) emojis are missing from the Action Menu Emoji selector-- this will be fixed in a patch after release. All emojis are still accessible via the Quick Menu
#

SDK3

Changes

  • The Remeasure Avatar State Behavior has been removed pending redesign and re-implementation
    • The initial implementation was experimental, insufficient in filling its purpose, and had more than a fair share of design and integration issues
    • We plan on redesigning this feature and re-implementing it in a more functional, less buggy manner that will support a wider range of use cases, and be tolerant to continued updates and upgrades
  • SDK3 has been split into two packages. There is now a version for Avatars and one for Worlds
    • Upgrading your AV3 project will take some careful upgrading to avoid losing your state behaviors again. Told you they were fragile! We included instructions above the SDK links to help you migrate, so follow those.
    • Both versions will be available for download on the site when this release is Live
    • You can load both the Avatars and Worlds SDK into the same project, but we do not recommend doing so
  • When previewing eyelid states, the eye rotations that match those eyelid states are also previewed
weak raft
#

Hello <@&503009384968749076> and <@&732856703082561606> testers! We've got a final RC SDK3-Avatars here for you. No client upgrade is necessary. We're currently on-track to move to Live within the next hour or two, assuming nothing explodes.

This new SDK only has one change. In order to upgrade, please import this over your current install, after upgrading to the previously-listed SDK. If you haven't upgraded to the SDK above just yet, you need to follow the steps to do that upgrade, THEN install this one. Don't do it out of order.

Of course, this won't matter if you're starting a new project.

SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.08.06.16.30_Public.unitypackage

SDK
Fixes

  • Fixed an issue where VRC_SpatialAudioSource was being incorrectly removed from avatars
weak raft
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Hello <@&503009384968749076> Testers! We've got a new Open Beta for you today, and this one is a little special.

This Open Beta can be used with Live! That means you can try out this Open Beta and hang out with your friends who are using the current Live client. We want you to test out some new features and give us feedback. Normally, we make changes that make this impossible, but this time around we want you to give things a shot before we launch.

This new build is VRChat 2020.3.2p4, build 978. The Open Beta is now available on Steam on the open-beta branch. See #open-beta-info to see how to swap to this branch.

The full changelog is visible here: https://docs.vrchat.com/docs/vrchat-202032p4

There are no new SDKs for this patch release.

#

Client

Features

  • When opening the Action Menu on one hand, you can move around with the controls on your other hand!
    • A UI will appear on the other hand to assist with showing how to turn and move
    • This feature will have an option to disable it when we launch, but for now, it cannot be disabled
  • We have added a "Bindings" button to the Settings menu!
    • When you click on this menu, you'll see the bindings for your current controller
    • Predefined Bindings: If you are using the Oculus Touch or Valve Index, you will get some alternate controller binding "Types" you can select from
    • Custom Bindings: You can also choose "Custom" and change the bindings and some other settings
      • On Oculus Touch, you can customize the A/X buttons and the joystick click-in on either hand
      • On Valve Index, you can customize the A buttons and the joystick click-in on either hand
      • You can assign the following actions: Gesture Toggle, Jump, Mute, Action Menu, None
      • "Use lighter grip for grabbing" only appears for Valve Index, and will reduce the grip "strength" required to grab and hold an object
      • "Hold Quick Menu for Action Menu" will enable or disable the ability to call up the Action Menu by holding down the Quick Menu button
    • If you are on SteamVR, you can select "Type S" if you want to use SteamVR Input to customize your controls!

Important Note: If you want to use Type A-D or Custom bindings, you must use the Default bindings in SteamVR for VRChat. If you want to use SteamVR to customize your bindings, you must use "Type S".

In addition, because of these changes, you may want to reset your bindings to Default in SteamVR. If you already have SteamVR bindings set up a way you like them, you must set your Binding to "Type S"!


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  • When using other controllers (including keyboard), you will get a graphic displaying the bindings and a message telling you that if you want to customize your bindings, you must use SteamVR controller configuration
    • Not all controllers have binding graphic images. We're working on adding more for the future
    • We will be creating and publishing a short video when this release goes live to help guide users through using this feature

Changes

  • Adjustments to IK to further improve behavior, including fixes to the "hip snap" issue

Fixes

  • Fixed the "Zzz" emote missing from the Action Menu
  • Fixed an issue where the analog fist gesture was "blending" when it should not have been (AV2 and AV3)
  • Slightly relaxed height for desktop users to avoid standing on tiptoes
  • Fixed an issue where squat/wide-stanced avatars would have strange leg/foot behavior
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FYI, Oculus Rift/Quest users: This Open Beta is also available for the Oculus PC client and Oculus Quest! Here's how you swap to it:

  1. Log into Oculus.com with your browser
  2. Go to the VRChat page in the Oculus Store or your Library:
    Oculus PC (Rift CV1 / Rift S): https://www.oculus.com/experiences/rift/997678176960598/
    Oculus Quest: https://www.oculus.com/experiences/quest/1856672347794301/
  3. In Details, click on Version, then the version you want to use. You'll want to use OpenBeta.
  4. Your application will update to the Open Beta branch!

Make sure that once you're done using the test client that you swap back to Live. If you're on Open Beta when we launch, you'll be automatically swapped back to the Live version.

weak raft
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Hey <@&503009384968749076> testers! Another build up for you. As a reminder, you can use this particular Open Beta in Live and go visit your friends that are on the main release! (We can't always do this, but when we can, we'll do it)

This is VRChat 2020.3.2.p4, build number 980. All platforms we're hosting this Open Beta on have been updated.

Changes

Features

  • Added an option in the Action Menu Config section to toggle one-handed movement mode while the Action Menu is open

Changes

  • Some tweaks to the binding UI layout and text
  • "Type S" binding renamed to "SteamVR"
  • "AFK Enabled" option in the Action Menu Config section renamed to "AFK Detection"
  • Improvements to loading speeds and memory usage in some situations

Known Issues

  • Local test avatars are incorrectly cached and do not get updated properly when iterating. If you are using local testing for avatars, please do not use the Open Beta branch for now, this will be fixed before release
weak raft
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Hello <@&503009384968749076> testers! We've got a new version out for you to test. This one is VRChat 2020.3.3, build 986.

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

The patch notes are in-progress! You'll get some more detail as we move along towards release.

Full change logs here: https://docs.vrchat.com/v2020.3.3/docs/latest-release

SDK Links:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.09.03.19.47_Public.unitypackage
SDK3 - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.09.03.19.47_Public.unitypackage
SDK3 - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2020.09.03.19.47_Public.unitypackage

Ensure you follow the instructions given below for your SDK version for upgrading! Failing to do so may result in the loss of avatar or world data!
https://docs.vrchat.com/v2020.3.3/docs/updating-the-sdk

Client

Fixes

  • Significant improvements and fixes to displayed text, including fallback behavior for unsupported characters
  • Fixes made to portals, as well as general improvements to the world-join process
  • The VRChat link installer now saves the VRChat executable path to the registry

Known Issues

  • UI events are currently disabled. A portion will be back before this release goes live

SDK3

#

Udon
We've added new nodes and events to handle player collision and haptic controller vibration! Momo has created a new video demoing both features and how to use them with an "Automatic Door" example.

https://www.youtube.com/watch?v=95jRByYHE4Y&list=PLe9XHNvXcouQjg5GULWGLj1tMzeythnQi&index=4

  • New Events to detect collisions with Players. Check out our Player Collisions documentation (https://docs.vrchat.com/v2020.3.3/docs/player-collisions) and watch the video linked above for more information!
  • New PlayHapticEventInHand node for vibrating controllers without pickups. Check out the video linked above to learn more!
  • Udon Node output ports now show name if it's available
  • Fix for 10+ branches in Udon Graph halting the Compiler
  • Udon can now do Set Variable from Get Variable nodes
  • OnGUI removed from UdonBehaviours for better performance

Known Issues

  • AVPro won't resolve the default URL, please call it with LoadURL or PlayURL
  • Live streams via AVPro aren't currently working properly

These features are currently available only on our Open Beta version - check our Discord for more information.

Learn how to make doors that automatically open and close to let players through. This tutorial will use the Udon Graph to work with Player Triggers, Haptics (a...

▶ Play video
weak raft
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Hello <@&503009384968749076> testers! We've got a new build out for you. Same version (2020.3.3), new build: 988. This one is a release candidate, and we hope to release tomorrow morning (Pacific timezone) if everything goes well.

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta is available on Steam and Oculus. See #open-beta-info for instructions.

Full change logs here: https://docs.vrchat.com/v2020.3.3/docs/latest-release

SDK Links:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.09.10.11.51_Public.unitypackage
SDK3 - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.09.10.12.33_Public.unitypackage
SDK3 - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2020.09.10.17.59_Public.unitypackage

Ensure you follow the instructions given below for your SDK version for upgrading! Failing to do so may result in the loss of avatar or world data!
https://docs.vrchat.com/v2020.3.3/docs/updating-the-sdk

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Here's the changes since the last beta build.

Client

Features

  • Added a whitelist for SDK3 / Udon video players. If a video is requested and it is hosted on a site in the whitelist, it will play
    • If a video is hosted on a site that is not on the whitelist, it will not play, unless "Allow Untrusted URLs" is checked in Settings
    • With the example SDK3 video player, if the instance master has the whitelist on and a video is requested that is off-whitelist, it will not play
      • User-created video players may want to modify the Udon code to give sync ownership to the user requesting the video
    • See the whitelist on our documentation page: https://docs.vrchat.com/v2020.3.3/docs/www-whitelist
  • Added a button to the Settings menu called "Allowed Untrusted URLs" which bypasses the site whitelist for SDK3 video players
    • This will allow playback of a video hosted on any compatible source. The compatibility list is similar to SDK2
    • In the future, we will be adding a pop-up user consent to access sources outside of this whitelist. This is being done to make it easier to play videos and will be used for other future components like dynamic web images

Changes

Fixes

  • Fixed a bug affecting birth date entry during Steam account first-time login

SDK3

  • Unity Timeline support! (No Udon control yet, but we're working to add it soon)
  • AVPro will now resolve its default URL properly
  • LoadURL method no longer starts the video
  • Animation events are now being filtered. To see the full list of accessible Animation events, please see full documentation
  • UI events have been re-enabled. To see the full list of accessible UI events, please see the full documentation
  • Fixed the stop button on the UdonSyncPlayer prefab
weak raft
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Hello <@&503009384968749076> testers! We've got another build ready for you to test out. This is VRChat 2020.3.3, build 990. This one is a release candidate, and we hope to move to release within the next 4-6 hours if everything goes well.

=====Important Note for SDK2 Creators=====
If you are a creator with a particularly complex VRCSDK2 world, please test out your world! We've made a few fixes to SDK2 to ensure continued correct behavior, but may have missed some things. Let us know ASAP if you find an issue with your content by creating a Feedback item (https://feedback.vrchat.com/open-beta). Feel free to link it to #open-beta-discussion.

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta is available on Steam, and will be up on Oculus soon. See #open-beta-info for instructions.

Full change logs here: https://docs.vrchat.com/v2020.3.3/docs/latest-release

SDK Links:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.09.15.11.25_Public.unitypackage
SDK3 - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.09.15.11.25_Public.unitypackage
SDK3 - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2020.09.15.11.25_Public.unitypackage

Ensure you follow the instructions given below for your SDK version for upgrading! Failing to do so may result in the loss of avatar or world data!
https://docs.vrchat.com/v2020.3.3/docs/updating-the-sdk

Client

Changes

  • vk.com has been removed from the VRCSDK3 URL whitelist

Fixes

  • VRChat launch links should now work properly
  • SpawnObject in SDK2 worlds should now work properly
  • Video players should now sync better for late joiners
slate heart
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Just updated the Oculus Rift Open Beta to 990, Quest will be coming in a bit.

slate heart
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Quest has been updated to 990.

weak raft
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Hello <@&503009384968749076> testers! We've got another build ready for you to test out. This is VRChat 2020.3.3, build 992. This one is also a release candidate, but we're not looking at a release today. Please test things out thoroughly!

=====Important Note for SDK2 Creators=====
If you are a creator with a particularly complex VRCSDK2 world, please test out your world! We've made a few fixes to SDK2 to ensure continued correct behavior, but may have missed some things. Let us know ASAP if you find an issue with your content by creating a Feedback item (https://feedback.vrchat.com/open-beta). Feel free to link it to #open-beta-discussion.

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam and Oculus PC. Oculus Quest will be updated soon. See #open-beta-info for instructions.

Full change logs here: https://docs.vrchat.com/v2020.3.3/docs/latest-release

SDK Links:
No new SDKs for this build.

Ensure you follow the instructions given below for your SDK version for upgrading! Failing to do so may result in the loss of avatar or world data!
https://docs.vrchat.com/v2020.3.3/docs/updating-the-sdk

Client

Features

  • Added the ability for desktop users to rotate objects while holding them! While in Desktop mode, pick up an object, and:
    • Press I / K to adjust pitch of the held object (rotate along X axis)
    • Press J / L to adjust yaw of the held object (rotate along Y axis)
    • Press U / O to adjust roll of the held object (rotate along Z axis)
    • Roll the mouse wheel to move the object forward/back (translate along Z axis)

Fixes

  • Fixed a bunch of issues with ownership in SDK2 worlds-- thank you for the very quick testing and bug reports!
weak raft
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Hey <@&503009384968749076> testers! Another build up for you.

This is VRChat 2020.4.1, build number 1001. All platforms we're hosting this Open Beta on have been updated.

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info for instructions.

There are new SDKs available for testing. Here's the links:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.10.15.13.44_Public.unitypackage
SDK3 - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.10.15.13.44_Public.unitypackage
SDK3 - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2020.10.16.12.33_Public.unitypackage

Full change logs here: https://docs.vrchat.com/v2020.4.1/docs/latest-release

Changes

Client

Features

  • Major improvements to your Social menu! Friend sync is live!
    • Friends and favorite friends lists should update instantly when your friends come online, change instances, and change status
    • The "in-room" Social list should update much more quickly
    • Fixed a few issues where users would not update information properly
  • An "ear" icon will now appear on users in the "In Room" Social display when they are receiving your audio and can hear you

Fixes

  • Large amount of changes to improve performance and reduce overall CPU usage
  • Users on slow connections will no longer see others in the wrong avatar if they swap while the avatar is still downloading

Known Issues
Issues in this category are known and will be addressed before the client goes to the Live branch.

  • Remote avatars don't display gestures/animations in some situations
  • Visemes not working on mirror clone on Oculus builds
  • Left leg on some AV3 avatars bends backwards. Ouch
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SDK3 - Worlds

  • Cinemachine has been whitelisted in VRChat, allowing for unprecedented control over cameras in your world!
    • Cinemachine components have been whitelisted for SDK3 worlds
    • Added Udon control nodes for Cinemachine
  • Stations have had a major rework for SDK3, including full compatibility with SDK3 avatars. More details/docs to come soon.

Udon

  • Added the Player Audio system to Udon, allowing creators to adjust the voice and avatar audio of individual users with Udon!
    • Udon can now control the Player Voice and Avatar Audio settings on individual players, like the audio override feature from SDK2
    • This can be used to create stages with louder audio, audience areas with lowered audio range, microphones that boost your voice when held/nearby, and more!
  • Node Graph: Simplified node names in search windows
  • Node Graph: Split node names to two lines in graph
  • UdonBehaviour.enabled and Animator.enabled exposed
  • UnityEngine.Rect exposed
  • PlayableDirector.time exposed. This enables sync and control for Timelines
  • VideoError Udon Nodes added for easier handling of errors

SDK3 - Avatars

  • New animator parameters available for Avatars 3.0! Please see the Avatars 3.0 documentation for more details
    • TrackingType - Returns a value depending on the tracking in use by the wearer
    • VRMode - Returns 1 if the wearer is in VR, 0 if the user is in Desktop mode
    • MuteSelf - Returns true if the wearer has muted their microphone, false if the wearer is not currently muted
    • InStation - Returns a value depending on if the avatar is in a station or not
    • AvatarVersion - Used for station animators. Returns a value depending on the version of the avatar worn by the user using the station. 2 for Avatars 2.0, 3 for Avatars 3.0
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SDK2

  • Stations have been adjusted to accommodate for AV3 avatars. New documentation is pending.
    • Please note: This does not fix "dance world" stations as they currently operate. The method that these worlds use is not supported and is non-optimal. The new station setup allows this kind of behavior, but you may need documentation (which again, is pending!) to get this working. We appreciate your patience!

SDK Fixes

  • Fixed Unity Video Player not handling more than one audio track
  • RTSP and RTSPT Video URL loading fixed
weak raft
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<@&503009384968749076> As a reminder, you should be using our Open Beta Feedback board for any bugs you have found in the Open Beta. Keep in mind that we've already got a few known issues listed. Find the board here: https://feedback.vrchat.com/open-beta

weak raft
#

Hey <@&503009384968749076> testers! We've got a new build up for you.

This one is VRChat 2020.4.1, build 1002. All platforms we're hosting this Open Beta on have been updated.

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info for instructions.

There are new SDKs available for testing. Here's the links:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.10.21.00.16_Public.unitypackage
SDK3 - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.10.21.00.17_Public.unitypackage
SDK3 - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2020.10.21.00.17_Public.unitypackage

Changes since last Open Beta (1001)

Client

  • Improved social menu performance
  • Moved API logging behind launch option --enable-sdk-log-levels
  • Added player join/leave back to normal logging
  • Fixed issue where left leg would bend out of place on AV3 avatars
  • Further fixes to social menu to stop it from failing
  • Added fallback system for social menu if websocket disconnects
  • Stopped "active" accounts from appearing in the social list
  • Fixed issue where voice would echo/lag in specific situations
  • Instance owner moderation tools should no longer cause errors
  • Fixed an issue where gestures/animations were not visible on remote AV2 users
weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2020.4.1, build 1003. This one is a release candidate so assuming nothing is horribly wrong we'll push this to Live next week. If you hop in over the weekend to check things out, please ensure you submit any issues you find to our Feedback board: https://feedback.vrchat.com/open-beta

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info for instructions.

No new SDKs for this build. Use the links in the previous post, or check #open-beta-info!

Changes since last Open Beta (1002)

Client

  • Fixed an issue where avatar legs were leaning in unusual directions
  • Fixed an issue causing animations to not be applied correctly
  • Adjusted social menu updating. Details follow:
    • If you have less than 50 friends online, the "Friends" list will update instantly on any changes while the Social menu is open
    • 50 to <100 friends online - 2 second update rate

    • 100 to <200 friends online - 5 second update rate

    • 200 friends online - updates only when the Social menu is opened. Close and re-open to refresh

    • Favorite friend lists are updated separately and should always update instantly while the Social menu is open
  • Added launch option --disable-friendsync to fall back to the legacy social update system
weak raft
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Hello <@&503009384968749076> testers! New build out for you. VRChat 2020.4.1p3, build 1007. This beta test will only last about 2-3 hours at maximum. Ensure you post any issues you run into here: https://feedback.vrchat.com/open-beta

If you're looking for a call to test things out, this is it! Test stuff! Please let us know of any undesired behavior that is different from the current Live build that is a regression or major issue. We're most interested in AV3 behavior regressions, but feel free to post other bugs. If you find problems, please post to the Feedback board linked above.

This build should work with Live! You can swap to this build and use it to test with friends. Keep in mind that unless you're both on the same build, some things might be a bit odd. Once the test is done, make sure you swap back to Live.

This Open Beta update is available on Steam only.

Patch notes here: https://docs.vrchat.com/docs/vrchat-202041p3

No new SDKs for this build.

Client

  • Fixed several issues related to undesired AV3 behavior such as repeating sounds, repeating animations
  • Fixed an issue causing the run-time Avatars 3.0 FX layer replacement to be incorrectly blank
  • Fixed an issue where newly created AV3 avatars did not have visemes appear in mirror properly sometimes
  • This fix went out last night in a server-side patch, but we'll list it here anyways: Made changes to voice chat that should stabilize connections between users
weak raft
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Hello <@&503009384968749076> testers! New build out for you. VRChat 2020.4.1p5, build 1010. This Open Beta build will likely go out tomorrow. (in about 14-16 hours)

This build should work with Live! You can swap to this build and use it to test with friends. Keep in mind that unless you're both on the same build, some things might be a bit odd. Once the test is done, make sure you swap back to Live.

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info for instructions on how to opt-in.

Patch notes here: https://docs.vrchat.com/docs/vrchat-202041p5

No new SDKs for this build.

Client

  • Fixed an issue causing users in full-body tracking to not sync their animations and other avatar properties correctly
  • Fixed an issue causing full-body tracking users to cause crashes when sitting in a station
    • Since the above issue has been fixed, we have re-enabled stations for FBT users

Remember to post any issues, bugs, or feedback to our Open Beta Feedback boards: https://feedback.vrchat.com/open-beta

Ensure you attach the build number (1010) to the title of the post along with a short description. In the body of the post, ensure that you provide more details if needed, and reproduction steps, as well as any other required/useful information (world or avatar IDs, screenshots, video, etc).

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2020.4.2, build 1012.

Please ensure you submit any issues you find to our Feedback board: https://feedback.vrchat.com/open-beta

If you check the pins in #open-beta-discussion, there's a helpful graphic there to help you determine where to submit your Open Beta bug reports.

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info for instructions.

There are new SDKs available for testing! As always, make copies of your projects to test these SDKs:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.11.05.14.16_Public.unitypackage
SDK3 - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.11.05.14.16_Public.unitypackage
SDK3 - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2020.11.05.14.15_Public.unitypackage

Check out the changelogs here: https://docs.vrchat.com/v2020.4.2/docs/latest-release

... or read them below!

#

Client

Features

  • When avatars are blocked due to not having an asset available, performance, or other reasons, the "gray robot" should now scale down or up to the avatar's height
    • This scaling has upper and lower bounds-- as in, it will only grow/shrink to a certain point
  • Added support for Rich Presence in Discord and Steam!
    • Discord Rich Presence will display instance user count in your Discord status where appropriate, respecting your VRChat status and instance type
    • You can send VRChat instance invites to users through Discord if you are in Public, Friends+, Invite+, or your own Invite instance
    • Steam Rich Presence will group Steam friends by instance, respecting status and instance type
    • You can right-click Steam friends and "Join Game" when appropriate
    • You can also right click friends on Steam and send them invites to your VRChat instance where appropriate. This needs testing, but should work!
    • Rich Presence can be disabled entirely by adding the item "disableRichPresence": true to your config file

Changes

  • Miscellaneous updates have been made to better support Quest 2
  • A hardcoded particle limit for avatars has been enabled on Quest 1/2 to protect from malicious use. The settings match our recommended settings for the Avatar Particle Limits system
  • Favorite avatars that are not supported on your current platform can now be removed
  • Some changes made to fix the FOV of screenshots taken in VR mode

Fixes

  • Fixes to local display of avatars that use jawflap
  • Fixes to properly display pending friend requests in the social menu
#

SDK3 - Worlds

Udon

  • Added support for various TextMeshPro hooks
  • Added SetStrafeSpeed, GetStrafeSpeed

Remember to post any issues, bugs, or feedback to our Open Beta Feedback boards: https://feedback.vrchat.com/open-beta

Ensure you attach the build number (1012) to the title of the post along with a short description. In the body of the post, ensure that you provide more details if needed, and reproduction steps, as well as any other required/useful information (world or avatar IDs, screenshots, video, etc).

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2020.4.2, build 1014. This is a release candidate!

Please ensure you submit any issues you find to our Feedback board: https://feedback.vrchat.com/open-beta

If you check the pins in #open-beta-discussion, there's a helpful graphic there to help you determine where to submit your Open Beta bug reports.

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info for instructions.

Full notes here: https://docs.vrchat.com/v2020.4.2/docs/latest-release

No new SDKs for this build.

Client

  • Some changes and fixes to Rich Presence behavior
    • Only the owner of Invite+ instances can invite people using Rich Presence
    • Fixed issues that occur when Discord was not installed or running
    • Users with Rich Presence disabled retain the ability to join using it
    • Private instance capacity will always be listed as 1 out of 2 (even if the instance is full)
    • User's VRChat status will be displayed instead of "In Instance"
  • Fixed issues where root transform animations weren't working correctly with Valve Index hardware

Remember to post any issues, bugs, or feedback to our Open Beta Feedback boards: https://feedback.vrchat.com/open-beta

Ensure you attach the build number (1014) to the title of the post along with a short description. In the body of the post, ensure that you provide more details if needed, and reproduction steps, as well as any other required/useful information (world or avatar IDs, screenshots, video, etc).

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2020.4.2, build 1015. This is a release candidate!

Please ensure you submit any issues you find to our Feedback board: https://feedback.vrchat.com/open-beta

If you check the pins in #open-beta-discussion, there's a helpful graphic there to help you determine where to submit your Open Beta bug reports.

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is only available on Steam. We will update the build on Oculus PC and Oculus Quest over the weekend. See #open-beta-info for instructions.

Full notes here: https://docs.vrchat.com/v2020.4.2/docs/latest-release

No new SDKs for this build.

Client

  • Added smoothed first-person camera mode for VR! Access it via your Camera menu. (Shout-out to RubberRoss for the suggestion!)
  • Fixed cases where avatar scale wasn't calculated correctly
  • Removed some unnecessary logging that made it difficult to share output logs
  • Fixes made to avatar cloning. The "Allow Cloning" setting should be much more reliable and fast to update now

Remember to post any issues, bugs, or feedback to our Open Beta Feedback boards: https://feedback.vrchat.com/open-beta

Ensure you attach the build number (1015) to the title of the post along with a short description. In the body of the post, ensure that you provide more details if needed, and reproduction steps, as well as any other required/useful information (world or avatar IDs, screenshots, video, etc).

weak raft
#

Hello <@&503009384968749076> testers! We've got a big beta ready for you today. This is VRChat 2020.4.3, build 1019-- and the introduction of VRChat Plus!

If you're not aware what VRChat Plus is, I encourage you to read our Blog Post! https://medium.com/vrchat/introducing-vrchat-plus-40642cff6c78

Log into the VRChat Open Beta, and you'll get the benefits of a VRChat+ subscription for free! If you don't get it on the first go-around, relaunch the Open Beta client and it should pick up. We've disabled the purchase buttons for the time being, as we don't want you subscribing yet-- but we appreciate the enthusiasm. Soon!

This beta is only available for Steam.

IMPORTANT NOTES FOR OPEN BETA

  • For the duration of the Open Beta, all users will have the benefits of VRChat Plus.
  • Important: Favoriting more than 16 avatars may cause issues when you return to Live. Once you're done testing out the Open Beta, please remove all favorites from your additional VRC+ rows, and remove favorites from your first row until you have 16 at the most.

If you check the pins in #open-beta-discussion, there's a helpful graphic there to help you determine where to submit your Open Beta bug reports.

As it always sometimes is with any Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

There are no new SDKs for this release.

There's a lot in these release notes, so I'll let our full patchnotes do the talking. Check out the changes here: https://docs.vrchat.com/v2020.4.3/docs/latest-release

Remember to post any issues or bugs to our Open Beta Feedback boards: https://feedback.vrchat.com/open-beta

If you have any feedback in regards to VRChat Plus, please use this board: https://feedback.vrchat.com/vrchat-plus-feedback

Medium

Today, we’re announcing a way for you to support VRChat and get some cool features in return: VRChat Plus.

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2020.4.3, build 1021.

Please ensure you submit any issues you find to our Feedback board: https://feedback.vrchat.com/open-beta
If you would like to submit feedback regarding VRChat Plus, please use this board: https://feedback.vrchat.com/vrchat-plus-feedback

In this Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is only available on Steam. See #open-beta-info for instructions.

Full notes here: https://docs.vrchat.com/v2020.4.3/docs/latest-release

The patch notes have been amended to provide some more details on the benefits of being a VRChat Plus Supporter.

No new SDKs for this build.

Client
Additions and Changes

  • Added User Icons to the Safety system. When blocked, user icons will have a mosaic effect
  • Avatar Favorites Group headers now show current number of avatars in that group
  • Detailed subscription info is now displayed on the VRC+ page
  • Various graphics updated

Fixes

  • Fixed some cases where the Quick menu would not properly show VRC+ features after subscribing
  • Fixed an issue where SDK2 avatars would have animators fire unexpectedly
  • Fixed the checkmark selector for currently selected user icon
  • Fixed an issue where some character sets would not display properly in icon-only mode
  • Fixed the user icon camera being reset on player join
  • Fixed some issues with user icon scaling
  • Fixed some cases where transparent user icons were not displaying properly
  • Fixed an issue preventing indicators for "muted user" and "muted by user" from appearing
weak raft
#

<@&503009384968749076> Hi all! We're going to be closing the Open Beta tomorrow, likely around 12PM PT. This isn't a hard-set time, but we do plan on closing it some time tomorrow.

We may be pushing another update before that time. I'll inform you if/when we do so!

This does not mean that the build that we end with at the end of Open Beta will be the build that we launch with-- we're continuing to work on bugs and considering feedback up until launch.

Finally, at this time, we do not have more information on dates for the launch of this build or VRChat Plus, other than Soon™. We will be posting a post-Open Beta blog tomorrow, so keep an eye out for that! As always, thanks for your testing, reporting, and feedback.

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2020.4.3, build 1022. As noted previously, the Open Beta will close tomorrow-- so try things out while you have a chance!

Please ensure you submit any issues you find to our Feedback board: https://feedback.vrchat.com/open-beta
If you would like to submit feedback regarding VRChat Plus, please use this board: https://feedback.vrchat.com/vrchat-plus-feedback

In this Open Beta, you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is only available on Steam. See #open-beta-info for instructions.

Full notes here: https://docs.vrchat.com/v2020.4.3/docs/latest-release

The patch notes have been amended to provide some more details on the benefits of being a VRChat Plus Supporter.

New SDKs are available for this patch:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.11.24.18.11_Public.unitypackage
SDK3 - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.11.24.18.11_Public.unitypackage
SDK3 - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2020.11.24.18.11_Public.unitypackage

#

Client
Additions and Changes

  • Avatar Favorite Groups are now collapsed further while empty
  • The VRC+ subscription details visible in the VRC+ page will now show when a subscription is not set to renew
  • Added "User Icon" report reason for users
  • Various changes to optimize nameplate animations

Fixes

  • Fixed an issue causing nameplates of blocked users to remain visible
  • FIxed issues where user icons would appear as "No Image Found"
  • Fixed Trust Rank not displaying correctly or resetting while showing as User
  • Corrected "namplate" typo in Quick Menu tooltip
  • Fixed issue where user icons were not being deleted correctly

SDK
Udon

  • Fixed Strafe Speed in default World Prefab
  • Fixed issue where example prefabs didn't have their programs attached
  • Fixed issue where Set Variable nodes would reset their in-line values
weak raft
#

Hello <@&503009384968749076> testers! New build out for you. This one works with Live! VRChat 2020.4.4, build 1028.

Please ensure you submit any issues you find to our Feedback board: https://feedback.vrchat.com/open-beta

If you check the pins in #open-beta-discussion, there's a helpful graphic there to help you determine where to submit your Open Beta bug reports.

This build should work with Live! You can swap to this build and use it to test with friends. Keep in mind that unless you're both on the same build, some things might be a bit odd. If you're trying to reproduce a bug, please ensure all occupants of the instance are on the Open Beta build. Once the test is done, make sure you swap back to Live.

This Open Beta update is available on Steam only.

Patch notes here: https://docs.vrchat.com/v2020.4.4/docs/latest-release

There are new SDKs available for testing! As always, make copies of your projects to test these SDKs:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2020.12.09.04.45_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2020.12.09.04.45_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2020.12.09.04.44_Public.unitypackage

#

Release Notes:

Client

  • At player request, we've added volume sliders you can adjust for other users!
    • A new volume slider has been added to the Quick Menu. Click on someone's capsule to see and adjust their volume level.
    • You'll also see a small bar beneath the user volume settings. This indicates the user's current volume from their voice output. It'll adjust in real-time as you turn the user's volume up and down.
    • User volume settings persist for the current session. They reset when VRChat is restarted. (If you find yourself constantly adjusting someone, you might want to ask them to check their mic volume and settings!)
    • When the Quick Menu is open, the user volume will display below their name tag. These won't display if the player is muted, or if the player's volume is currently at 100%.
    • The Settings section of the Main Menu has an option to reset all stored volumes at once. This is disabled when no volumes have been modified.
  • The Settings section of the Main Menu now has a meter to show you how loud you sound through your current selected device! Local muting (as in, turning off your mic via VRChat) doesn't affect this, so you can test your mic without bothering others.
    • Your local nameplate (visible when you open your Quick Menu and look up) now shows the talking effect when you speak.
  • When a user's avatar is not visible due to the asset not being available for the platform you are on, the gray "proxy avatar" robot will now instead have a colored tint.
  • When a user's avatar is not visible due to the Minimum Performance Rank, the gray "proxy avatar" robot will have a slight colored tint.
#

Changes and Fixes

  • Tentative fix for master voice stutter. If you're hanging out with people on the current Live version, you'll probably still observe the stutter if they are master.
  • Various minor performance improvements. More on the way!
  • Fixed issues with the Upright parameter on remote players
  • Continued Safety and Security changes

Udon

  • Important: All events which have a name starting with underscore _ will be blocked from being triggered via the network. If you have custom events that start with an underscore, they will not fire via network calls anymore.
    • If you want to specifically prevent a method from being called over the network, use _ as the first character of the method name. Existing Udon / VRCSDK methods are reserved, so don't use those.
  • Exposed UseLowLatency for AVPro via Udon hooks
  • Fixed an issue with multiple entry points connecting to a For loop
  • Fixed assigning GameObjects to a public GameObject[] variable

Remember to post any issues, bugs, or feedback to our Open Beta Feedback boards: https://feedback.vrchat.com/open-beta

Ensure you attach the build number (1028) to the title of the post along with a short description. In the body of the post, ensure that you provide more details if needed, and reproduction steps, as well as any other required/useful information (world or avatar IDs, screenshots, video, etc).

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2020.4.4, build 1029. This is a release candidate!

Due to the networking fixes we've made in this version, this version of the Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Rift, and Quest. See #open-beta-info for instructions.

Full notes here: https://docs.vrchat.com/v2020.4.4/docs/latest-release

No new SDKs for this build.

Client

  • Added some more variation to the "proxy avatars" used when someone's avatar isn't available on your platform
    • There are a number of geo and color variants of proxy avatars. When you change avatar, a proxy is assigned to that avatar and remains the same variant until you change avatars again
  • Fixed an issue causing +/- 10% volume adjustment buttons to add/subtract the wrong value
  • Fixed an issue with Settings "reset volume" button
  • Fixed an issue with nameplate opacity settings
  • Misc networking fixes

Remember to post any issues, bugs, or feedback to our Open Beta Feedback boards: https://feedback.vrchat.com/open-beta

Ensure you attach the build number (1029) to the title of the post along with a short description. In the body of the post, ensure that you provide more details if needed, and reproduction steps, as well as any other required/useful information (world or avatar IDs, screenshots, video, etc).

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.1, build 1036.

Please ensure you submit any issues you find to our Feedback board: https://feedback.vrchat.com/open-beta

If you check the pins in #open-beta-discussion, there's a helpful graphic there to help you determine where to submit your Open Beta bug reports.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam and Oculus PC. Quest Open Beta may become available at a later time.

Release notes here: https://docs.vrchat.com/v2021.1.1/docs/latest-release

There are new SDKs available for testing! As always, make copies of your projects to test these SDKs:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.01.14.17.33_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.01.14.17.33_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.01.14.17.33_Public.unitypackage

A summary of the release notes follows. See the full release notes for more details: https://docs.vrchat.com/v2021.1.1/docs/latest-release

#

Avatars 3.0
Lots of new features, including:

  • Save avatar parameters between avatar changes, world loads, and VRChat restarts! Params are saved locally, and which params save can be customized.
  • Specify a custom default value for your parameters!
  • Added the bool type parameter
  • You can now have more than 16 avatar parameters! You get 128 bits of memory to use. A float or int uses 8. A bool only uses 1!
  • State behavior VRCParameterDriver can now add to, subtract from, or set a parameter to a random value between a min and max.

Udon Graph

  • Several fixes!
  • Interface for setting Interaction Text and Proximity on Udon behaviors that doesn't require debug mode
  • See release notes for more!

Udon

  • Added in the ability to set update order for each program!
  • Exposed some missing classes to Udon.
  • Optimizations done to some Udon methods.
  • See release notes for more details.

Other Fixes / Changes

  • Some fixes to the SDK's control panel and how it saves settings
  • Some changes to how the Midi system is loaded, including a new launch option for selecting a specific midi device
  • Fixed an issue where jawflap visemes would get stuck open locally
  • Fixed an issue with instance creation of worlds with a user cap of 1
  • Optimizations to graphics backend

Please, please read the release notes! The above is just a summary! https://docs.vrchat.com/v2021.1.1/docs/latest-release

weak raft
#

Quest Open Beta is now available for VRChat 2021.1.1!

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.1, build 1037. This is a release candidate! If all goes well with this build, we hope to release it in a few hours.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam only. Oculus PC and Quest are on the way. See #open-beta-info for instructions.

Full notes here: https://docs.vrchat.com/v2021.1.1/docs/latest-release

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.01.19.07.28_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.01.19.07.28_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.01.19.07.28_Public.unitypackage

Client

  • Fixed an issue causing the SDK2 damage system to malfunction
  • Fixed a nullref error coming from websocket library
  • Fixed VRC_Panorama component from not working properly
  • Fixed an exception that appeared when enabling UdonBehaviours during update events
  • Various fixes to GC behavior

SDK / Udon

Udon Node Graph

  • Save UpdateOrder from inspector to property properly

Avatars 3.0

  • Fixed AV3 SDK menus to be able to see all existing parameters, and not just the first 16
  • Fixed issues with avatars that don't have VRCExpressionParameters objects defined (blank slot)
weak raft
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<@&503009384968749076> Quick new build to fix a single issue! VRChat 2021.1.1, build 1038 is now out on the Open Beta branch. Still Steam-only. Still a release candidate.

There's only one change here:

Client

  • Fixed an issue causing avatar parameters to fail to save between world changes
weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.2, build 1043.

Please ensure you submit any issues you find to our Feedback board: https://feedback.vrchat.com/open-beta

If you check the pins in #open-beta-discussion, there's a helpful graphic there to help you determine where to submit your Open Beta bug reports.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam and Oculus PC.

Release notes here: https://docs.vrchat.com/v2021.1.2/docs/latest-release

There are new SDKs available for testing! As always, make copies of your projects to test these SDKs:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.01.28.19.08_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.01.28.19.08_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.01.28.19.07_Public.unitypackage

A summary of the release notes follows. See the full release notes for more details: https://docs.vrchat.com/v2021.1.2/docs/latest-release

#

Client

New Features

  • Introducing Invite Messages! Send a message along with your invite, invite request, invite response, or invite request response! Wow, that's a lot of invite types.
  • VRChat Plus Benefit: Text not good enough? Take a picture and send it along with your invite message!
  • Added a new notifications panel to help view all those notifications you've gotta dig through, because you're very popular!
  • Added some new icon envelopes to let you know kind of invite response you've gotten before you open up your menu.

Changes and Fixes

  • Fixed an issue preventing the Safety system from properly muting avatar audio set to play on avatar spawn
  • Fixed an issue where UI sliders would sometimes get "stuck" on the VRChat laser pointer
  • Fixed an issue where the user's UI and HUD would show in panoramic photos
  • Safety and Security fixes

Udon/SDK

  • Udon: Added support for TextMeshProUGUI
  • Node Graph: Fixed array editor behavior
  • Fixed an issue where instantiated UdonBehaviors would be delayed before activating
  • Added instancing support to the mobile matcap shader included in SDK

Known Issues

  • Playermods in SDK2 worlds aren't working! Oops. This means you won't be able to jump or get speedboosts in those worlds. This issue will be resolved before this version is pushed to Live.

Again, this is just a summary, so please read the full release notes for more details, gorgeous infographics, and amazingly well-edited video clips that I definitely didn't whip together in the last hour or so! https://docs.vrchat.com/v2021.1.2/docs/latest-release

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.2, build 1044.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam only. The Rift/Oculus PC Beta is no longer active.

Full notes here: https://docs.vrchat.com/v2021.1.2/docs/latest-release

No new SDKs for this release.

Here's the changes since the last Open Beta.

Client
Thanks to everyone that provided suggestions and feedback! We've made some changes based on that feedback:

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.2, build 1045. This is a release candidate! vrcAevSip

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam only. The Rift/Oculus PC Beta is no longer active.

Full notes here: https://docs.vrchat.com/v2021.1.2/docs/latest-release

No new SDKs for this release.

Here's the changes since the last Open Beta.

Client
Thanks to everyone that provided further feedback and bug reports!

Thanks to everyone for keeping our Open Beta Feedback boards updated! You can check here to report bugs or check on known issues: https://feedback.vrchat.com/open-beta

slate heart
#

Hey <@&503009384968749076> testers! There's a new build up, VRChat 2021.1.2p1, build 1048. This is a release candidate, and will go out tomorrow if everything checks out.

This build should work with Live! You can swap to this build and use it to test with friends. Keep in mind that unless you're both on the same build, some things might be a bit odd. If you're trying to reproduce a bug, please ensure all occupants of the instance are on the Open Beta build. Once the test is done, make sure you swap back to Live.

This Open Beta update is available on Steam only. The Rift/Oculus PC Beta is no longer active.

The full patch notes are available here: https://docs.vrchat.com/docs/vrchat-202112p1

Here's the changes in this patch:

Client
Features

  • Added tabs to the Notification Page for Invites, Friend Requests, and Other
  • Added "New" indicators on individual notifications, as well as notification tabs
  • Added button to clear all pending friend requests

Changes and Fixes

  • Fixed an issue where votekick notifications weren't visible in the Notification Page
  • Fixed an issue where the invite camera was not correctly capturing post-processing in some worlds
  • Fixed an issue where the Join Me status was not auto-accepting invite requests
  • Updated "Hide Photos" text and tooltip, now reads "Hide Invite Photos" to be more accurate
  • Fixed an issue where request invite responses were using the wrong set of default responses
  • Notification lists will now only show the most recent 100 notifications when there are more than 100 pending
  • Invites now expire after 15 minutes
  • Safety and Security fixes

Udon / SDK

  • Fixed issue where Remote Players would get stuck at (0,0,0) when using the CombatSystem in Udon
weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.3, build 1052.

This Beta works with Live! You can swap to this build and use it to test with friends. Keep in mind that unless you're both on the same build, some things might be a bit odd. If you're trying to reproduce a bug, please ensure all occupants of the instance are on the Open Beta build.

In particular: Worlds built with the new SDK3 utilizing the new Udon function will have Udon break if you try to visit the world in the Live client, so, uh, don't report that as a bug

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info for info on how to use the Open Beta on those platforms.

Full notes here: https://docs.vrchat.com/v2021.1.3/docs/latest-release

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.02.11.15.13_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.02.11.15.13_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.02.11.15.12_Public.unitypackage

#

Client
Changes, Improvements, and Fixes

  • Improvements made that should help reduce hitching in various cases, mostly involving the UI
  • Some optimizations to asset loading systems. Note: results are dependent on the content in question (asset type, size, optimization, etc)
  • Fixed an issue where all avatars would reload when closing the Performance Settings window without changing any settings
  • Fixed some refresh/display issues with the notification page
  • Fixed an issue causing notifications and the message composition menu refreshing when a user joins
  • Added new options to local config to allow advanced users to adjust the cache maximum size and expiry delay. Please see docs!
  • Fixed an issue that caused Occlusion Culling to be unreliable if Post Processing was enabled in the world

Udon

  • New Udon Utilities.IsValid() method for detecting destroyed GameObjects and VRCPlayers who have left the instance
  • Node Graph: Fixed error with converting strings

Thanks to everyone for using our Open Beta Feedback boards! It is the fastest (and only!) way to file a bug with the Open Beta. Find it here: https://feedback.vrchat.com/open-beta

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.3, build 1053.

This Beta works with Live! You can swap to this build and use it to test with friends. Keep in mind that unless you're both on the same build, some things might be a bit odd. If you're trying to reproduce a bug, please ensure all occupants of the instance are on the Open Beta build.

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info for info on how to use the Open Beta on those platforms.

Full notes here: https://docs.vrchat.com/v2021.1.3/docs/latest-release

See the previous post for SDK links. They have not changed.

Client
Changes since last Open Beta Build

  • Various tweaks and changes to improve overall quality and reliability of player position and pose networking
weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.3, build 1054. This is a release candidate!

This Beta works with Live! You can swap to this build and use it to test with friends. Keep in mind that unless you're both on the same build, some things might be a bit odd. If you're trying to reproduce a bug, please ensure all occupants of the instance are on the Open Beta build.

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info for info on how to use the Open Beta on those platforms.

Full notes here: https://docs.vrchat.com/v2021.1.3/docs/latest-release

See the previous post for SDK links. They have not changed.

Client
Changes since last Open Beta Build

  • Fixed an issue where some pickups would not sync correctly for master

Changes for 2021.1.3

  • Made changes to help prevent rare consistent hitching for certain players in long-running rooms

The below two changes are actually live right now, but hey whatever let's shove them into the patchnotes

  • World authors can now join instances of worlds they've created even if the instance is at maximum capacity. The client UI will not reflect this yet
  • Instance owners can now join instances that they've created even if the instance is at maximum capacity. The client UI will not reflect this yet
weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.4, build 1060. Some awesome Udon stuff in here, like a new event-based input system (no more noodle tangles just to handle different controllers) and MIDI SUPPORT vrcEretNice

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam only.

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.03.05.18.16_Public.unitypackage
SDK3-Avatar: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.03.05.18.16_Public.unitypackage
SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.03.05.18.16_Public.unitypackage

Please see the release notes here! https://docs.vrchat.com/v2021.1.4/docs/latest-release

Quick summary:

Client

  • Misc improvements to the way favorites are loaded
  • Made changes that should reduce voice issues that occur specifically in very high population instances of worlds that use large amounts of sync bandwidth

Udon

  • New Event-Based Input System!
  • Udon Midi Support!!!
  • Various other Udon improvements!

Misc

  • Updated the client's version of Post Processing, AVProVideo, and ONSP.

You can check here to report bugs or check on known issues: https://feedback.vrchat.com/open-beta

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.4, build 1061. This is a release candidate!

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam only.

The SDKs have updated since the last Open Beta.

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.03.09.13.58_Public.unitypackage
SDK3-Avatar: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.03.09.13.58_Public.unitypackage
SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.03.09.13.57_Public.unitypackage

Please see the release notes here! https://docs.vrchat.com/v2021.1.4/docs/latest-release

Quick summary:

Changes since last Open Beta
These are changes since the last Open Beta. They will not be noted in the full release notes.

New Changes
These are new changes and have been added to the full release notes.

  • Pickups with pickupable disabled will no longer block the interact laser

You can check here to report bugs or check on known issues: https://feedback.vrchat.com/open-beta

weak raft
#

Hello <@&503009384968749076> testers, as well as the <@&821522584871895051> people! (btw you can sign up for that in #open-beta-info, vrcUdon ) We have a special Open Beta available for you-- the Udon Networking Update Open Beta! This Open Beta will stay open for a while and has its own role for pings!

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends youre in the Open Beta!

This Open Beta update is available on Steam only.

There is only one SDK available for this build!

SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-Udon-Networking-Beta-v4.unitypackage

There's no release notes just yet, but please go check out #udon-networking and CHECK THE PINS! All the info you want is there.

#

Here's the summary:

  • Array variables can be synced (see docs for list of supported Array types)
  • New Manual Sync Mode for UdonBehaviours for precise control of when variables are serialized.
  • New VRCObjectSync component instead of Sync property on UdonBehaviours if you just need to sync Transform & Rigidbody. Allows you to temporarily disable interpolation on an object, and properly set the Gravity and Kinematic properties on a synced physics object.
  • Networking.SetOwner now works immediately - you can update variables immediately after changing ownership and the changes will apply properly.
  • Join-In-Progress issues fixed, you should no longer have issues with variables not being Deserialized for Players who join the world after they are changed.
  • New VRCObjectPool for managing collections of objects, including automatically managing their active states. Use this instead of Instantiation when you want a lot of networked objects.
  • New Debugging tools for seeing info about networked objects in your world, including the current owner, the data being used, and state information.

We've created a new section on our Canny here for bugs and feature requests: https://feedback.vrchat.com/udon-networking-update

For all discussion regarding this Open Beta, please go to #udon-networking !!!

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.5, build 1065.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus Quest, and Oculus PC.

New SDKs are available. As always, back up your projects before testing these SDKs!

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.03.17.19.39_Public.unitypackage
SDK3-Avatar: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.03.17.19.39_Public.unitypackage
SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.03.17.19.39_Public.unitypackage

There's a TON of stuff in this release, so please see the release notes for info! We aren't listing all the changes below! https://docs.vrchat.com/v2021.1.5/docs/latest-release

Remember, if you find a bug or issue in the Open Beta, please report it! https://feedback.vrchat.com/open-beta

#

Quick summary:

New Features

  • Fallback Avatars! If you're wearing a PC avatar and you don't have a Quest version available, Fallbacks allow you to choose your own placeholder-- or even upload your own!
  • Streamer Mode! Keep your information safe when you're streaming or recording in VRChat!

Changes

  • The Quest polygon limits have been increased! Very Poor rank is now 20,000 or higher.

We have a blog post covering these above changes and what they mean for Quest avatars overall. Keep an eye out for an at-here in #announcements in a few minutes...

Potential Fixes

  • Some fixes to help work around the SteamVR Overlay "11 FPS" bug!
  • Fixed that one issue where the instance master could get stuck in stations remotely for late joiners!
  • Potential fix for display issues with favorite friends lists!
  • Fixed issue where social menu would stop updating properly after having the client open for a while!
  • ... and more!

Udon Additions

  • Added SendCustomEventDelayed: This allows you to schedule a custom event to be run X seconds or frames in the future
  • Made SendCustomNetworkEvent work in editor

You can check here to report bugs or check on known issues: https://feedback.vrchat.com/open-beta

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.5, build 1066.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest.

The SDKs have updated since the last Open Beta.

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.03.22.18.27_Public.unitypackage
SDK3-Avatar: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.03.22.18.27_Public.unitypackage
SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.03.22.18.27_Public.unitypackage

Please see the release notes here! https://docs.vrchat.com/v2021.1.5/docs/latest-release

#

Quick summary:

Changes since last Open Beta
These are changes since the last Open Beta. They will not be noted in the full release notes.

Client

  • Fixed an issue causing excessively long times between confirming an avatar change and the change occurring
  • Changed text on Fallback UI "Wear these Avatars" to "Change into Avatars"

Udon

  • Fixed bad overloading on the SendCustomEventDelayed method, fixed float precision issues
  • Split SendCustomEventDelayed into separate methods SendCustomEventDelayedSeconds and SendCustomEventDelayedFrames. Please delete the old node from your graphs before updating the SDK to avoid compatibility issues

New Changes
These are new changes and have been added to the full release notes.

Client

  • Fixed a few issues where avatar favorite count would display improperly for users in various subscription states

Udon

  • Node Graph: Tweaked the search UI to be a bit wider

Known Issues

  • The error prompt that appears when failing to drop a portal because of a user or a spawnpoint being too close is not appearing as intended

You can check here to report bugs or check on known issues: https://feedback.vrchat.com/open-beta

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.1.5p3, build 1070. Please try using this Open Beta over the weekend as much as possible!

This Beta works with Live! Swap to it for your weekend, if you don't mind! If things go wrong or it makes things worse, swap back to Live.

This Open Beta update is only available on Steam.

Full notes here: https://docs.vrchat.com/docs/vrchat-202115p3

Client
Changes, Fixes, and Improvements
We've made some changes to attempt to solve the voice bug! Test them out over the weekend. This bug is pretty tough to reliably reproduce, so our next best method of ensuring we've squashed it is asking a bunch of people to try it out and see if it still happens.

In particular, the voice bug we think this might solve is what we're calling the "Unity voice bug"-- which is when an individual no longer hears voices from the people around them, but still sees their visemes and nameplates light up. Sometimes voice will come back on its own, sometimes it requires a VRChat restart.

This patch probably won't address what we're calling the "network voice bug", which is when everyone simultaneously loses voice in super-crowded instances, no visemes, no nameplate light-up, and voice comes back after 5-10 seconds. That one's a different bug, but thankfully much more rare. We're also trying to solve this one, so don't think we're ignoring it.

weak raft
#

Hello <@&503009384968749076> testers! Another build out for you! VRChat 2021.1.5p3, build 1071. Please try using this Open Beta over the weekend as much as possible!

This Beta works with Live! Swap to it for your weekend, if you don't mind! If things go wrong or it makes things worse, swap back to Live.

This Open Beta update is only available on Steam.

Full notes here: https://docs.vrchat.com/docs/vrchat-202115p3

Client
Changes since the last build
We've made some further changes to see if we can squash the voice bug. Try this one out!

FYI: The changes we've made in this build may make voice audio louder or quieter than you're used to.

weak raft
#

Hello <@&503009384968749076> testers! Another build out for you! VRChat 2021.1.5p3, build 1072. Please swap to this one again and try it out.

This Beta works with Live! Swap to it for your weekend, if you don't mind! If things go wrong or it makes things worse, swap back to Live.

This Open Beta update is only available on Steam.

Full notes here: https://docs.vrchat.com/docs/vrchat-202115p3

Client
Changes since the last build
... there's no changes. 😄 We think the last build was a bad build, which caused crashing and performance issues. Bad builds happen sometimes! We rebuilt and ran it through more testing. This one should be good. Give it a shot, if you don't mind!

eternal flame
#

Hello <@&503009384968749076> testers! Another build out for you! VRChat 2021.1.5p3, build 1074. Please swap to this one again and try it out.

Just like the previous build, this Beta works with Live!

This Open Beta update is only available on Steam.

Full notes here: https://docs.vrchat.com/docs/vrchat-202115p3

Client
Changes since the last build
We've made some more changes to see if we can squash the voice bug without causing bad side effects. Give this one a shot and let us know if you notice any improvements!

weak raft
#

Hello <@&503009384968749076> testers! Another build out for you in our attempts to squash the audio bug! VRChat 2021.1.5p3, build 1078. Please swap to this one and try it out.

This Beta works with Live! Swap to it for your weekend, if you don't mind! If things go wrong or it makes things worse, swap back to Live.

This Open Beta update is only available on Steam on the voice-bug-beta branch. No password required.

This Open Beta has moved to its own branch due to another impending Open Beta that'll need the slot.

Full notes here: https://docs.vrchat.com/docs/vrchat-202115p3

Client
Changes since the last build
We've made some more changes to prevent the audio bug while also ensuring that audio quality isn't adversely affected. In particular, you may still get the pop and audio cutout for a moment, but voice should return after a second or two!

Please give this build a test over the weekend and let us know if you run into any issues.

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.2.1, build 1080.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest.

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.04.16.11.08_Public.unitypackage
SDK3-Avatar: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.04.16.11.08_Public.unitypackage
SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.04.16.12.12_Public.unitypackage

Please see the release notes here! https://docs.vrchat.com/v2021.2.1/docs/latest-release

Quick summary:

This build does not contain the fixes currently in voice-bug-beta.

Client

  • Various performance improvements to internal systems
  • Adjusted FPS display font to be monospaced so it is easier to read
  • The "VRChat Launch Link Installer" helper program has been improved
    • After exiting VRChat, it will prompt you once to upgrade the launch protocol. It shouldn't bug you again until changes are needed
    • This will fix the Launch button on World links on the website!

Udon

  • Exposed the rest of the AVPro audio channels
  • Exposed IsInstanceOwner for Network and VRCPlayerAPI

Udon Node Graph

  • Major speed increases, especially with groups and large graphs
  • Compiles much less often
  • Fixed issue where you couldn't use all the ports after switching overloads (like a Quaternion with a single input or three inputs)
  • Pasted nodes are now also brought to the front of the graph

You can check here to report bugs or check on known issues: https://feedback.vrchat.com/open-beta

weak raft
#

Hello <@&821522584871895051> testers! (you can sign up for that in #open-beta-info vrcUdon ) There's a new update to the Udon Networking Update, or "UnU" as we've been calling it. The UnU-compatible client is now on build 1069.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam only.

The UnU SDK3 has been updated to v5!

SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-Udon-Networking-Beta-v5.unitypackage

UNU Update

  • Fixed sync for char, byte, sbyte, short, ushort, uint and their array types
  • VRCObjectSync - UseGravity and IsKinematic now implemented
  • SimplePenSystem Prefab updated to working version from scene
  • VRCWorldPrefab has SetStrafeSpeed with default of 2
  • Description of Sync Methods on UdonBehaviours now properly wrap
  • Added Networking.get IsClogged method to determine if too many items are queued for the available bandwidth
  • Fixed a bug where the Debug 6 display would not show for the Master user
  • Fixed the issue where Objects in a VRCObjectPool were lerped back to their starting positions when being spawned after a return
  • Fixed issue where OnOwnershipTransferred was not triggered on the new Owner, which is pretty dang important
  • Fixed issue where FlagDiscontinuity would not prevent Interpolation

Known Issues:

  • Using a variable for the value of "SetReturnValue" for "OnOwnershipRequest" does not compile properly in the graph
  • Desyncs exist when enabled state is not in sync
  • SDK2 Pickups hitch when dropped
  • SDK2 Pickups with Animators spam errors into your log when you receive sync data

Post bugs and feedback: https://feedback.vrchat.com/udon-networking-update

For all discussion regarding this Open Beta, please go to #udon-networking !!!

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.2.1, build 1084. This is a release candidate! If all goes well, we are trying to get this released to Live today (so we don't have to wait until Monday for these nice fixes :D). Test things out-- if you find a showstopper, let us know!

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest.

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.04.21.11.58_Public.unitypackage
SDK3-Avatar: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.04.21.11.58_Public.unitypackage
SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.04.21.11.57_Public.unitypackage

Please see the release notes here! https://docs.vrchat.com/v2021.2.1/docs/latest-release

The voice bug workarounds implemented in 2021.1.5p3 have been merged into this beta!

Changes since the last Open Beta

  • Lots of continued iteration on improving performance! THANK YOU TABLE cirlove cirlove cirlove
  • Tons of fixes to the Node Graph interface! Thanks for all the bug reports, orels!

New Changes

  • Some further improvements to performance, in particular targeting reducing avatar loading time hitches

You can check here to report bugs or check on known issues: https://feedback.vrchat.com/open-beta

weak raft
#

Hello <@&821522584871895051> testers! (you can sign up for that role in #open-beta-info vrcUdon ) There's a new update to the Udon Networking Update, or "UnU" as we've been calling it. The UnU-compatible client is now on build 1080.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam only.

The UnU SDK3 has been updated to v6.1!

SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-Udon-Networking-Beta-v6.1.unitypackage

UNU Update

  • Fixed issues where SDK2 Pickups hitched when dropped and SDK2 Pickups with Animators spam errors into your log when you receive sync data
  • Fixed issues where Input Axis events didn't return to center, and InputLookVertical events didn't trigger at all.
  • Using a variable for the value of SetReturnValue for OnOwnershipRequest now compiles properly in the graph
  • VRCObjectSync: Re-enabled the AllowCollisionOwnershipTransfer checkbox and improve the way it works
  • Ownership Request: Fix issue where the requester (current owner, in their mind) needed to check if a subsequent transfer came from the last owner.
  • VRCPedestal.SwitchAvatar can't be called directly over the network anymore.
  • Fixed issue where OnOwnershipTransferred didn't fire when the Owner leaves the room
  • Fixed issue where Objects could desync if their enabled state was not in sync
  • Fixed issue where Pickups would interpolate in a jerky manner for a few frames after they were dropped

For all discussion regarding this Open Beta, please go to #udon-networking !!!

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.2.1, build 1086. This is a release candidate! We're looking at a Monday release at the earliest, FYI. Due to a few known issues, this is no longer a release candidate.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest.

No new SDKs posted.

Please see the release notes here! https://docs.vrchat.com/v2021.2.1/docs/latest-release

Changes since the last Open Beta

  • We found a bug with avatar initialization in the last Open Beta build, started digging into it, and ended up snowballing into a bunch of other fixes
  • Fixed an issue where Steam would think VRChat is still open despite being closed
  • Fixed an issue preventing AV3 parameters from syncing for late joiners

New Changes

  • Less/no more players appearing at 0,0,0 for others during spawn
  • Fixed several issues with the "fade to black" used during world changes
  • Lots of various fixes to avatar initialization
  • Locomotion settings are now properly saved and restored upon changing input controllers
  • General improvements and adjustments to the management of voice decode tasks
  • Fixed some cases of "popping" voice (not the current "pop-and-restore" bug)

Known Issues

  • If Full Body Tracking is enabled, users will not be able to load into any world

You can check here to report bugs or check on known issues: https://feedback.vrchat.com/open-beta

weak raft
#

Hello <@&503009384968749076> testers! One more build out for you. VRChat 2021.2.1, build 1088. This is a release candidate! We're looking at a Monday release at the earliest, of course.

Because this build is a Release Candidate, now's your last chance to test! If you find an issue, please post ASAP to our Feedback boards. It is much, much easier for us to fix an issue or bug in Open Beta vs Live. We monitor posts made to the Open Beta feedback board and respond to posts very quickly. Don't delay in posting your issue! https://feedback.vrchat.com/open-beta

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam. Oculus' Open Beta branches have been disabled.

No new SDKs posted.

Please see the release notes here! https://docs.vrchat.com/v2021.2.1/docs/latest-release

Changes since the last Open Beta

  • Fixed an issue causing the fade to black to not go away properly when you're in FBT and haven't calibrated yet
  • Fixed an issue with voice decoding causing excessive popping
weak raft
#

Hello <@&503009384968749076> testers, as well as <@&821522584871895051> friends! I pinged both of you, because you have something in common! The VRChat Open Beta branch has been updated to VRChat 2021.2.2, build 1091-- in other words, the "Udon Networking Update" is finally in Open Beta!

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest.

SDK2: No updates to SDK2.
SDK3-Avatar: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.05.07.14.27_Public.unitypackage
SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.05.07.14.27_Public.unitypackage

Please see the release notes here! https://docs.vrchat.com/v2021.2.2/docs/latest-release

I'm gonna try to include a summary here for you, but, uh... there's a lot. Just go read the full notes!

Also, let's reiterate this extra strong: THIS IS A BIG UPDATE. IF YOU HAVE AN UDON WORLD, YOU NEED TO TEST IT IN THIS OPEN BETA. We expect there to be some bugs here and there. It is super, SUPER important that you test your world as soon as you can, and if you find issues, post them in our Feedback boards. Check the release notes for a more detailed notice on this.

#

Client

  • Generally speaking, networking has been improved in all situations and there will likely be many bugs that are now fixed that we won't be listing here!
  • Synced objects (as in, objects that transmit their position over the network) should be smoother in all situations

Udon

  • Array variables can be synced! Check out the new Networking docs for more info on supported array types
  • New Manual Sync Mode for UdonBehaviours for precise control of when variables are serialized
  • Most bugs that caused OnOwnershipTransferred to fire too often or at not the right times have been fixed
  • ... and a bunch more! Seriously, just go read the notes.
weak raft
#

Hello <@&503009384968749076> testers and <@&821522584871895051> friends! The VRChat Open Beta branch has been updated to VRChat 2021.2.2, build 1094.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest.

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.05.14.13.49_Public.unitypackage
SDK3-Avatar: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.05.14.13.49_Public.unitypackage
SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.05.14.13.48_Public.unitypackage

Please see the release notes here! https://docs.vrchat.com/v2021.2.2/docs/latest-release

Just like before, please test and report bugs! It is vitally important that you do so as soon as you can with this update. The sooner you report bugs, the sooner we can catch and fix them so we don't have to worry about them in Live. https://feedback.vrchat.com/open-beta

#

New Changes

  • OnPostSerialization now includes a SerializationResult object that shows whether the syncing was a success and how many bytes the serialization resulted in

Changes since last Open Beta

  • Improved syncing on objects that have recently been re-enabled
  • Improved behavior of manual sync when syncing very large amounts of data
  • Fixed an issue where data would be lost or not sent when an UdonBehaviour tried to sync an array which was too large
    • As noted in New Changes above, you can now get some data on whether your last Serialization worked and how much data it sent in the OnPostSerialization event
  • Fixed an issue where UdonBehaviours on objects in an ObjectPool would not send data for a few seconds after the object was enabled.
  • Fixed an issue where Input Events could fail to trigger after visiting a world where they were registered on an Inactive object.
  • Fixed the order of variables in the Udon Graph Variables window to match the order in the inspector
  • Fixed an Udon Graph issue where adding a node from a noodle drop would produce a disconnected noodle in some cases
  • Fixed issue where a legacy UdonStackNode file would throw an error on importing a new SDK
weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.2.3, build 1100-- this is the "Identity Update"!

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest.

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.05.28.17.08_Public.unitypackage
SDK3-Avatar: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.05.28.17.08_Public.unitypackage
SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.05.28.17.07_Public.unitypackage

There's a lot going on in this release, so please check the full release notes! The info below is only a summary. https://docs.vrchat.com/v2021.2.3/docs/latest-release

#

Client
Features

  • Introducing the Identity Update!
  • Revamped the User Details page with new features and a new and improved layout! It now includes your bio, your status, trust rank, playlist button, current avatar/profile image, your created worlds, your current worlds, invite/request invite buttons, and more!
  • You can now edit and view your bio from within VRChat!
  • You can now choose to view people's custom statuses in their nameplates, visible as some text below the name! Configurable to show always, only when QM is open (default setting), or always hide
  • VRChat Plus Benefit: You can now choose an image from your Gallery as a Profile Image! This image will appear in the place of your current avatar's thumbnail, like in the User Details page or the social menu
  • VRChat Plus Benefit: You can now upload images to the Gallery, which is a repository of images currently used for profile images and custom invite images
    • Although it isn't activated in the Open Beta, you can also upload images to the Gallery using the VRChat Home website, which means you'll be able to make and use fancy profile images and invite cards!
  • Added Status history, to re-use status messages you've used before!
  • The size of favorite friend lists has been increased to 64 (from 32)
  • The size of world playlists has been increased to 64 (from 32)
  • You can now search Community Labs! Simply search for Worlds like normal, then click the checkbox at the top of the results to "Show Community Labs"

Fixes, Improvements, and Changes

  • PCVR: Reduced default MSAA setting from 8x to 4x for performance reasons. You can revert it to 8x in the Performance menu
  • Several fixes applied to address issues resulting from avatar initialization timing changes made in 2021.2.1
  • Fixed a long-standing issue where it was difficult or impossible to use the Quick Menu while falling or moving fast
  • Other fixes! Read the full docs!
#

Known Issues
These are issues that are present in the current Open Beta build, and that we have already identified. They will be solved before Open Beta moves to Release.

  • The "You are in" button on the World page does not show the correct player count, but the one in the "Social" list does
  • Setting a profile pic sometimes reverts
  • Editing the bio in VRChat has some weird issues and can be difficult

SDK & Udon

  • Object and Int arrays can now be shuffled using Utilities.ShuffleArray
  • VRCObjectPool can now shuffle its spawn order using VRCObjectPool.Shuffle
  • UdonBehaviours now have a 'DisableInteractive' property you can get and set to control whether an object with an Interact event should accept pointer raycasts and show an interactable outline and tooltips

If you test the Open Beta and encounter any bugs, please report them here: https://feedback.vrchat.com/open-beta

We pay very close attention to the Open Beta Feedback board during Beta tests. This is the best time to test your content and ensure nothing's gone wrong!

slate heart
#

<@&503009384968749076> Hey all! The VRC+ specific features (saving to Gallery, Profile Pictures) have just been enabled, and are now available for testing. This only applies to current VRC+ users on Open Beta.

This does not include the website-specific features, those will be added at a later date.

weak raft
#

Hello <@&503009384968749076> testers! The VRChat Open Beta branch has been updated to VRChat 2021.2.3, build 1101. This is a release candidate! We plan on releasing this to Live soon. If you've got a moment, please hop on and test things out!

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam. Oculus PC and Oculus Quest will be delayed and/or not be updated to this Open Beta build before release.

No new SDKs are needed.

Please see the full release notes here! https://docs.vrchat.com/v2021.2.3/docs/latest-release

Changes since the last Open Beta
Thank you to ALL the Open Beta bug reports! They were exceedingly helpful. We have already marked them complete.

Client

  • Fixed cases where status, profile picture, etc. could revert to the previous after being changed
  • Friend request UI is now centered correctly on the User Details page
  • Issues with the Backspace button during text input have been resolved
  • The numeric keyboard used during 2FA entry functions normally again
  • The Icon list in Gallery will now load all icons correctly
  • Fixed issue where users without VRC+ could still see the Gallery button
  • Fixed issue where the Main Menu could get into a stuck state when closing the menu quickly after loading a new page
  • The "Moderate" button also appears for offline friends correctly now
  • Fixed the nameplate status display to correctly show international characters
  • Fixed issue where Desktop Mode pickup rotation wouldn't function until another user joined the instance
  • Fixed issue where the current instance info would display the incorrect instance type and user count
  • Fixed issue where the status of non-friends wouldn't show in User Details
weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.2.4, build 1104. This is the Regions Update!

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info to learn how to opt-in.

There are no new SDKs for this Open Beta.

Please check the full release notes! https://docs.vrchat.com/v2021.2.4/docs/latest-release

A summary of the changes follows.

Client
Features

  • Added regions! Players can now choose to create an instance in a specific region
    • Choosing a region close to you will reduce latency and improve your experience
    • VRChat currently has regions set up in these geographic locations: US (United States), EU (European Union), JP (Japan)
    • When creating a new instance, you can choose between the three regions
    • This choice will be remembered when creating instances in the future
    • Viewing an instance (via Worlds menu or "Current World" in a user's profile) will show the region as a small flag icon on the thumbnail

Fixes, Improvements, and Changes

  • Significant improvements to memory usage regarding avatar caching
    • Avatars that are no longer in use in the instance will be periodically unloaded from memory
    • Changing instances also will completely clear this avatar in-memory caching (as it did before, but just a reminder!)
  • Performance optimizations to viseme processing
  • The VRChat camera and screenshots will now always use at least 4X MSAA to improve image quality regardless of the user's performance settings
  • Additional fixes to improve user status update reliability and speed
  • Fixed issues with avatars and worlds getting stuck at 100% when loading
  • Fixed issues causing physics material settings on pickups to be lost in certain situations

Known Issue

  • Part of the instance selection UI will cull out incorrectly when viewed at certain angles

If you test the Open Beta and encounter any bugs, please report them here: https://feedback.vrchat.com/open-beta

Shoutouts to Discord to letting me fit all of this into one post yeeeeeeeeeeeeeeeeeeeeee

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.2.4, build 1105. This isn't a release candidate due to the presence of one known issue. However, we're working on solving that known issue and taking it straight to release within a few hours. If you've got time, please check and test things out!

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info to learn how to opt-in.

There are no new SDKs for this Open Beta.

Please check the full release notes! https://docs.vrchat.com/v2021.2.4/docs/latest-release

A summary of the changes follows.

Client
Changes since last Open Beta

  • Fixed an issue where some UI elements would cull out incorrectly
  • Fixed an issue preventing avatar pedestal images from showing
  • Fixed an issue causing users in 6-point tracking to sink into the ground while wearing avatars with generic rigging
  • Fixed an issue causing an incorrect skybox to appear during world loading
  • Fixed issues with static portals not loading
  • Last selected region is now correctly saved between app restarts
  • Fixed a loading loop that'd occur on logout/login

New Changes

  • Fixed an issue where users in FBT would have chest/spine bones incorrectly twist during extreme poses like handstands

Known Issues

  • Instance count won't always display correctly when you first open the "You Are In" instance button
weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.3.1, build 1112.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info to learn how to opt-in.

Get the latest SDKs here:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.07.08.15.58_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.07.08.15.58_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.07.08.15.57_Public.unitypackage

Please check the full release notes! https://docs.vrchat.com/v2021.3.1/docs/latest-release

Readme's cache tends to take a while to invalidate. Give it some time. The notes below are complete, for what it's worth.


This release is a bit of a "clean-up" release. We're trying to clear out some bigger changes before we move to our next big project-- Unity 2019. That's right, we're moving to Unity 2019! ||In before "why not 2020"||

VRChat on Unity 2019 has gone through a long-term internal QA process and soak testing and is now in the Closed Beta stage. It is the next Big Thing we plan on releasing. You don't need to do anything or worry about anything just yet. Just letting you know!


Client

Changes, Fixes, and Improvements

  • Significant improvements to networking behavior. In particular, this should fix issues where people experience "choppy IK" after remaining in an instance for some time
  • Fixed issues where video players in SDK3 worlds would experience audio / video desyncing after experiencing hitches
  • Fixed issues where the "Allow Avatar Cloning" setting may be out-of-sync between users
  • Fixed issue where the Holoport cursor would appear on launch until any other input was received
  • Fixed issues that could result in users being kicked from worlds with specific world configurations
  • Fixed issues specific to unfavoriting worlds-- this doesn't address the avatar favorites issue we're currently seeing, but we're aware of that problem and are working on it!
  • Fixes to reduce crashes when unloading content
  • Upgraded AVPro to 2.1.5 Enterprise
  • Improvements to reduce hitching in various situations
  • More improvements to unload avatars from memory over time

Udon

  • Added dropdown menus to SetProgramVariable, SendCustomEvent, GetProgramVariable and their variations. You can now see a list of target variables and events if the node references a valid UdonBehavior
  • The "Set Variable" node now has a sendChange checkbox, which will trigger an OnVariableChanged event for that variable if it's been checked.
  • Added OnVariableChanged Event Node which provides the new and old values of the variable when it is changed via SetProgramVariable or SetVariable with sendChange turned on. This change also works for synced variables! Access this event in the Node Graph by holding down the Alt key and dragging a variable onto the graph. https://docs.vrchat.com/docs/special-nodes#on-variable-changed
  • Changed behavior to reload graph after renaming or deleting a variable
  • Added PostLateUpdate, an event that will happen near the end of the frame after IK has been calculated. Getting bone positions at this time will give you the most up to date positions so that they are not a frame behind
  • Fixed Udon crashing with a NullReferenceException when checking destroyed instances of classes that inherit from UnityEngine.Object for null. Thank you to Merlin for the help!
weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.3.2, build 1116. This is the Unity 2019 Update!! hyperumia

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info to learn how to opt-in.


Before I give you ANY information and before you read ahead,** NO, COME BACK, READ THIS, DON'T SKIP IT**, you need to read this.

If you are a person who has content uploaded to VRChat-- avatars or worlds-- you need to test your stuff! Just load into it. Look around. Test out your animations, or your Udon program, your shaders or materials or Actions or Triggers, all that jazz.

Test it, document any bugs, write down how to make the bug happen, VERIFY THOSE STEPS, and then post it on our Open Beta Feedback boards. https://feedback.vrchat.com/open-beta

However, it is far more likely that everything will be OK and you won't have to reupload anything. Horray!!

After that, head on over to our SDK migration guide here: https://docs.vrchat.com/v2021.3.2/docs/migrating-from-2018-lts-to-2019-lts

Read it entirely. Follow the steps carefully. It isn't bad this time around! If you were around for 2017 -> 2018, this is way way better. Just, please, BACK UP YOUR PROJECT FIRST. If you post that you lost all your content and someone should've told you that you needed to back your project first I'm just going to react to your post with a thinking emoji, and it'll be one of the spinny ones.

Anyways, follow those steps. Test the new SDKs. Try uploading a new version. Remember, you can use the same IDs, it won't overwrite anything.

Okay. Now that's sorted, let's get on with the rest of the notes as usual.


Get the latest SDKs here:
SDK2: https://files.vrchat.cloud/sdk/U2019-VRCSDK2-2021.07.15.13.44_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/U2019-VRCSDK3-AVATAR-2021.07.15.13.44_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/U2019-VRCSDK3-WORLD-2021.07.15.13.46_Public.unitypackage

Please check the full release notes! https://docs.vrchat.com/v2021.3.2/docs/latest-release

Readme's cache tends to take a while to invalidate. Give it some time. The notes below are complete, for what it's worth.

We've also got a blog post. You should read it: https://medium.com/vrchat/vrchat-engine-upgrade-unity-2019-lts-57b0b2e149d7

Client
Improvements

  • Updated VRChat to Unity 2019.4.28f1!

SDK

  • SDK2, SDK3-Avatars, and SDK3-Worlds now work with Unity 2019.4.28f1

Known Issues

  • A bunch
    • Just read the release notes
    • We're workin' through them
    • None of them are really awful

Okay, that's it! Go forth and test!

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.3.2, build 1118. This is the second Open Beta build for the Unity 2019 VRChat update.

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam. Oculus PC and Oculus Quest will be up within 30 minutes. See #open-beta-info to learn how to opt-in.

Get the latest SDKs here:
SDK2: https://files.vrchat.cloud/sdk/U2019-VRCSDK2-2021.07.23.17.41_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/U2019-VRCSDK3-AVATAR-2021.07.23.17.41_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/U2019-VRCSDK3-WORLD-2021.07.23.18.12_Public.unitypackage

Client
New Changes

  • Made changes to keyboard input that make intended keypresses use keys in the same location, regardless of locale or input system. You no longer need to switch to QWERTY to use VRChat
  • The keybinds for debug menus should now be usable on foreign keyboard layouts
  • Updated some loading screen graphics and added a few new ones
  • Added in-app setting to change between graphics quality presets, available under the Advanced Performance Settings
  • Fixed Right Shift activating safe mode
  • Add logic to keep avatars from loading twice within 3 seconds

Changes since the last Open Beta

  • Made changes to account for a change in behavior to Unity Video Player. This should make playing videos more consistent, matching live VRChat behavior
  • Fixed some log spam related to avatar parameters
  • Fixed 2018.4 default terrain materials

SDK

  • New "Build & Relaunch" option in the SDK Control Panel for easily reloading open clients into new builds: https://docs.vrchat.com/v2021.3.2/docs/using-build-test#build--relaunch
  • Added SDK check and auto-fix for cases where Mesh Read/Write is disabled
  • Adjusted quality settings to match the VRChat application
  • Made adjustments to increase SDK upload speeds

Udon

  • Udon can now sync String arrays and VRCUrl arrays
  • Const nodes with multiple fields will now render correctly (Vector3, Quaternion, etc.)
  • Constructor nodes will now list their type along with the label "Constructor" instead of "ctor"
  • Calls to SetVariable with sendChange turned on will now actually become SetProgramVariable calls under the hood so that both methods of triggering OnVariableChange events work the same now. Fixes an issue where the 'old' variable value was incorrect on first access, and an issue where value types were never copied over
  • Comments are editable again
  • Fixes display of nodes where you could no longer see outputs (GetTrackingData, SendCustomEvent, others)
  • Fixes issue where VRCUrl always reported it was different when serialized (would always fire OnVariableChanged for a synced VRCUrl even when it wasn't changed)
  • Variables will no longer always have _1 appended to them
  • Includes new UdonSyncPlayer graph using OnVariableChanged instead of OnDeserialization, and drastically simplifying the logic. Should use less bandwidth as well

Remember: Test, document, write down and VERIFY reproduction steps, and then post bugs you find on our Open Beta Feedback boards. https://feedback.vrchat.com/open-beta

slate heart
#

Hey all! The 2021.3.2 1118 update for Oculus PC and Oculus Quest has been delayed. We don't have an ETA for the update at this time, but we'll work to get it released as soon as we can!

weak raft
#

Hello <@&503009384968749076> testers! New build out for you. VRChat 2021.3.2, build 1120. This is a release candidate for Steam and Oculus PC! If you've got a moment, please hop on and test things out before we look at a potential release!

Oculus Quest has a significant blocker bug that prevents us from calling it a true "release candidate". Once that issue's solved, we'll be moving toward release. Basically, the point we're trying to deliver is that if you've put off testing your content, do so now. This is your warning!

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info to learn how to opt-in.

Get the latest SDKs here:
SDK2: https://files.vrchat.cloud/sdk/U2019-VRCSDK2-2021.07.30.15.34_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/U2019-VRCSDK3-AVATAR-2021.07.30.15.34_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/U2019-VRCSDK3-WORLD-2021.07.30.15.34_Public.unitypackage

Please check the full release notes! https://docs.vrchat.com/v2021.3.2/docs/latest-release

Here's a summary of the changes:

New Changes

  • Updated to Unity 2019.4.29f1! Documentation will be updated over the coming days.
  • Upgraded Cinemachine (2.8.0), PostProcessing (3.1.1), and TextMeshPro (2.1.6)
  • Improvements to speed up build time for large projects

Changes since last Open Beta

  • Removed the extraneous floating W on the tooltip
  • Adjusted quality settings to default to Ultra to preserve previous shadow behavior and changed bone skinning to 4 bones for all modes
  • Increased the timeout for scene loading, which may fix cases where older/slower CPUs couldn't load into exceptionally complex worlds quickly enough
  • Fixed: rare case where the SDK would crash during upload if Future Proofing was enabled
  • Fixed: Disabled terrain could become visible during world load
  • Fixed: SDK preview camera doesn't appear properly
  • Fixed: Loading avatar material render queue set too high
  • Fixed: "Other" avatar tab missing in some cases

Quest Known Issue

  • Unity input such as "GetAxis" and others are not functional on Oculus Quest platforms

Udon

  • Fixed: Some Node Graph programs wouldn't open or copy/paste properly
  • Fixed issues with Neon styling
  • Fixed Timelines, as long as you re-upload with 2019
  • New TrackingData.Origin type in VRCPlayerApi.GetTrackingData to get a player's tracking space origin
eternal flame
#

Hey <@&503009384968749076> testers! There's a new build up, VRChat 2021.3.2p1, build 1122. This is a release candidate, and will go out tomorrow if everything checks out.

This build should work with Live! You can swap to this build and use it to test with friends. Keep in mind that unless you're both on the same build, some things might be a bit odd. If you're trying to reproduce a bug, please ensure all occupants of the instance are on the Open Beta build. Once the test is done, make sure you swap back to Live.

This patch is now available on Steam, Oculus PC, and Oculus Quest.

There are new SDKs available for testing! As always, make copies of your projects to test these SDKs:
SDK2: No updates!
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.08.11.15.16_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.08.11.15.16_Public.unitypackage

The full patch notes are available here: https://docs.vrchat.com/docs/vrchat-202132p1

Here's the changes in this patch:

Client

  • Fixed an issue with PostProcessLayers which would affect Post Processing settings not appearing on user cameras
  • Fixes to constraints in the SDK to make their behavior match in-app
  • Made adjustments that will catch and skip bad draw calls that can result in crashes during certain situations
  • Fixed MSAA being disabled on Quest 1
  • Fixed issues with TextMeshPro shaders on outdated Quest content by automatically replacing them
  • Added TMPro shaders to the always include shaders list

Udon & SDK

  • Changes to recompile all Program Sources when opening project to resolve issue where programs would appear to be empty in the inspector, especially on Prefabs.
  • Disabled function that Clears the log after Udon import - this was also clearing on entering PlayMode, hiding logs that happened during Start.
  • Fixed issue where SerializedAssets would be removed from UdonBehaviours in the Editor
  • Fixed issue where UdonBehaviours on Instantiated objects would not be registered for events
  • Reduced VRC Control Panel Draw calls for better performance when visible
  • Fixed AnimatorControllers which were being hidden in the Inspector
  • Added ColorBlock.defaultColorBlack back to Whitelist
eternal flame
#

Hey <@&503009384968749076> testers! This is VRChat 2021.3.3, build 1126 - the introduction of VRChat Plus on Oculus Quest! With this update, we're enabling the people using VRChat on Oculus Quest to become VRChat Plus supporters directly through the Oculus platform.

You can read all about VRChat Plus on our website (https://hello.vrchat.com/vrchatplus) but some of the features you can look forward to by supporting VRChat include:

  • Nameplate Icon
  • Photo Invites
  • 100 Favorite Slots
  • Early Supporter Badge
  • Increased Trust
  • Profile Pictures
  • Image Gallery
    ... and much more to come!

This release is now available on Oculus Quest. There are no new SDKs for this test.

You can check the full release notes here! https://docs.vrchat.com/v2021.3.3/docs/vrchat-202133

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.. You might want to use your Custom Status to inform your friends that you're in the Open Beta!

If you would like to subscribe, you can do so by accessing your Main Menu then click the VRC+ button on the top-left. Once you're there, you can follow the prompts and complete your purchase. After that, your perks should be available to use!

Additionally, if you're using VRChat on Steam but you purchased a VRChat Plus subscription on Oculus Quest, you'll still be able to enjoy the perks on either platform as long as the accounts are merged into a single VRChat account. For instructions on how to merge your accounts, please check out our Help Article (https://help.vrchat.com/hc/en-us/articles/360062659053-I-want-to-turn-my-Steam-Oculus-or-Viveport-account-into-a-VRChat-account).

Our goal with this beta is to make sure that users aren't running into any issues with the purchase process and that all perks are appearing as they should. For any feedback or issues, please use this board on our Canny (https://vrchat.canny.io/open-beta).

eternal flame
#

Hey <@&503009384968749076> testers! There's a new build up, VRChat 2021.3.3, build 1128. This is a release candidate, and will potentially go out tomorrow if everything checks out.

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.. You might want to use your Custom Status to inform your friends that you're in the Open Beta!

This release is available for Steam, Oculus PC and Oculus Quest! There are no new SDKs to test.

You can check the full release notes here! https://docs.vrchat.com/v2021.3.3/docs/vrchat-202133

Here's the changes in this patch:

Client

  • Fixed the 'Other' avatar row not appearing in some cases.
weak raft
#

IM BAAAAAAAAAAAAACK janewaycoffee

Hi <@&503009384968749076> Testers! We've got a new build out for you today for the VRChat 2021.3.4 (build 1130) release! This is the "Improved Avatar Fallbacks" release!

This update brings the new and improved Avatar Fallback System! Seeing an avatar that exceeds your Minimum Displayed Performance Rank no longer results in a gray robot with a cool hazard pattern on it, but instead a customizable Fallback avatar. As before, you can choose from many of our default avatars for your Fallback, or you can upload your own custom Fallback avatar.

Check out the details of the improved Avatar Fallback System in our docs! I wrote up a whole guide and updated the FAQ and stuff. Please read it I worked really hard on it imshy

This Open Beta is not compatible with Live. You will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends you're in the Open Beta!

This Open Beta update is available on Steam, Oculus PC, and Oculus Quest. See #open-beta-info to learn how to opt-in.

Get the latest SDKs here:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.09.03.09.25_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.09.03.09.25_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.09.03.09.25_Public.unitypackage

As always, please ensure you test these SDKs on a copy of your project! Follow the upgrade processes given in the docs.

Please check the full release notes! https://docs.vrchat.com/v2021.3.4/docs/latest-release

Here's a summary of the changes:

Client
Features

  • Fallback Avatars now work for both the "Platform Missing" and "Performance Blocked" cases, for all platforms! See more details in the docs

Improvements

  • Station sync has been rewritten to fix a myriad of bugs and make them more reliable overall
    • In other words: "Hey, if your world relies on edge-case station behavior, test it during Open Beta. Or else."
  • You can now view Fallback Author and Fallback Performance Rank
  • Fallback state can be seen in user name plates when in "Full View" (Quick Menu open)
    • New Blue Feather icons are used to indicate fallback state
    • This icon will indicate many states, including "Performance Blocked", "File Size Blocked", "Error", "Loading", and "Manually Blocked"

Fixes

  • Fixed login issues for people with Oculus subs on non-Oculus versions of VRChat
  • Fallback avatars can no longer be cloned, as this resulted in confusing outcomes

Udon

Improvements

  • Added "None" sync to Udon. This can be used for any UdonBehaviors that do not need to sync, reducing overall data use

Fixes

  • Fixed OnAnimatorIK not firing on UdonBehaviours
weak raft
#

Hey <@&503009384968749076> testers! There's a new build up, VRChat 2021.3.4, build 1132. This is a release candidate, and will potentially go out later this week if everything checks out.

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends that you're in the Open Beta!

This release is available for Steam, Oculus PC and Oculus Quest! There are no new SDKs to test.

You can check the full release notes here! https://docs.vrchat.com/v2021.3.4/docs/latest-release

Here's the changes in this patch:

Client
New Changes

  • Updated VRChat to Unity 2019.4.30f1. This upgrade is minor, and is aimed at addressing some known issues; content uploaded on 2019 does not need to be updated.
    • This Unity upgrade fixes some issues, namely a VRAM bug with Realtime GI as well as the "Unity crashes with multiple monitors with different scaling values" issue
    • You can get the new install links here: https://docs.vrchat.com/v2021.3.4/docs/current-unity-version Install the new Unity version and open your projects using it, the migration doesn't require any further steps
  • New config file option that allows you to customize field-of-view of the first-person Steadycam option. Read for more details: https://docs.vrchat.com/v2021.3.4/docs/configuration-file#first-person-steadycam-fov
  • Fixed an issue where certain WMR headsets would have incorrect camera clipping values due to large changes in clipping ranges between world changes

Changes since previous Open Beta

  • Reverted wording on the avatar change buttons
  • Fixed some issues with array sync that affected both Udon array sync and stations

Documentation
Adding this section in so you can know at-a-glance what we've updated. Only putting this in for Open Betas.

Remember, if you think something's missing from our docs, you can use the "Suggest Edits" feature! If you made some edits, ping me and I'll take a look.

Updated Pages

weak raft
#

Hey <@&503009384968749076> testers! We've got a little patch out for you to try out-- we've done significant testing internally already, so we're calling this a Release Candidate right off the bat. However, we wanted you to take a pass. This is VRChat 2021.3.4p2, build 1134!

This Open Beta is network-compatible! You can use this on Live!

This Open Beta is available for Steam, Oculus PC and Oculus Quest! Check #open-beta-info for the relevant instructions.

Here's some new SDKs for ya:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.09.30.16.19_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.09.30.16.19_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.09.30.16.18_Public.unitypackage

Obviously, don't update your production world just yet. If you do that, 30f1 won't be able to load it. Test it on a different ID.

Aaaand the (short) changelog: https://docs.vrchat.com/docs/vrchat-202134p2

Here's the summary!

# Client

## Improvements
- **Updated VRChat to Unity 2019.4.31f1.** This upgrade is minor and includes an array of small bug fixes. 
  - This Unity update includes several fixes, including: "*Graphics: Reduced main thread hitching caused by Shader loading*". For VRChat, this means **reduced hitching during avatar loading!**
  - **Content that was uploaded with any Unity 2019 version we've supported previously does not need to be updated.**
  - **Upgrading your project is very easy!** Install the new version via Unity Hub and open your 2019.4.29f1 or 2019.4.30f1 project in it. Done!
  - Our documentation page for the Currently Supported Unity Version will be updated upon release to Live. For now, go to Unity's page for 2019.4.31f1 (https://unity3d.com/unity/whats-new/2019.4.31) and click "Install this version with Unity Hub" right under the title.
weak raft
#

Hey <@&503009384968749076> testers! Oh boy, we've got a big one for you. This is VRChat 2021.4.1, build 1137... the UI 1.5 Update!!

Woah, this Open Beta is network-compatible! You can use this on Live! THERE ARE SOME CAVEATS:

  1. If you report a bug, you must must must verify that no Live users were in the instance and the bug doesn't involve interaction with Live.
  2. If you are working on Udon stuff involving the new methods and features, you can't have people on Live in the room. It may break depending on your setup and all bug reports submitted MUST verify that nobody in Live was in the instance.

Speaking of which, please PLEASE post any bugs you find or feedback you have, properly labeled, to our Open Beta Feedback board: https://feedback.vrchat.com/open-beta Ensure that you note the two above items and ensure you're not re-reporting a known issue.

If you find a bug or issue and you don't post it to the Feedback boards, you haven't reported it and it won't be fixed.

Future updates to this Open Beta may make it incompatible with Live, so this isn't guaranteed to continue.

With that out of the way, let's talk about what's in this update:

This is the first half of the VRChat UI update-- UI 1.5! We've redesigned and rebuilt the Quick Menu from the ground up to be functional, accessible, quick, and sleek all while feeling familiar to VRChat veterans.

In addition to all the familiar functions, you've got access to the new Wings, which are customizable side panels on your Quick Menu. Keep your favorite avatars in a Wing to quickly access and wear them, or put your friends on a Wing to see at a glance who's online and which instance to join!

Want to keep up with the goings-on of VRChat? Check out the new Info banner across the top of the Launch Pad! These clickable banners will be updated with all kinds of info, including notifications of new versions, blog posts, events, and more. Clicking on them can open up UI panels, open websites, and more.

Desktop users rejoice! The Desktop cursor no longer locks your mouse to the VRChat window. When opening the Quick Menu, the cursor moves into "screen space" mode. Hold down Shift to temporarily hide the Quick Menu and enable a "reticle" to easily select a user near you for interaction.

We've added a few new features to the Quick Menu here and there, like the always-useful "Rejoin World" button, the super-popular "sort by location" friends list from the VRChat Home website, and more. However, we've got more plans!

For example, we're going to open up access to custom Quick Menu Wings and tabs for world authors to add functionality via Udon! Want a menu of locations to teleport to in your world? A list of mirror toggles? A button to spawn a new jet to replace the one you just wrecked? All right there, one click away, in a custom, world-author-defined Quick Menu section. Coming soon!

Of course, the Quick Menu's just one half of the new VRChat UI. Main Menu, you're up next! Expect to see a rebuilt and redesigned Main Menu in an upcoming VRChat release, likely in early 2022.

Here's a cool video giving a quick overview of the new UI:

https://youtu.be/LDiG8onq6KY

Oh, that last bit? We updated the Camera completely. xieWow New UI, new model, new lens modes, Depth of Field, zoom adjustment, and more. nbd.

This Open Beta is available for Steam, Oculus PC and Oculus Quest! Check #open-beta-info for the relevant instructions.

Here's some new SDKs for ya:
SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.10.08.13.12_Public.unitypackage
SDK3-Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.10.08.13.12_Public.unitypackage
SDK3-Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.10.08.13.12_Public.unitypackage

Here's the changelog! Also readable here: https://docs.vrchat.com/v2021.4.1/docs/latest-release

VRChat 2021.4.1 is now in OPEN BETA! Join our Discord and check out the #open-beta-info channel to learn more: https://discord.com/vrchat.

▶ Play video
#
# Client
## Features
- **The Quick Menu has been completely redesigned and rebuilt!**
  - **The Launch Pad gives you quick access** to several common menu sections and actions
  - **The Info banner across the top of the Launch Pad shows you the latest information** on VRChat happenings, like new releases, blog posts, and more
  - **The "cursor" has been redesigned both in the menus and in world space** to be easily visible, but not large and in the way
  - **The Wings on the side of the Quick Menu give you a place to show and quickly access** your own Profile, your Friends (and their locations, like the website!), your Avatars (including favorites, and the ability to sort them!), Emoji, and your available Expressions!
  - **The tabs across the bottom give you quick access** to your notifications, the "Here" menu, your Camera options, your volume sliders, and some common settings
    - **The "Here" menu lists info and provides actions contextually relevant for your current location**, like the brand new "Rejoin World" button
    - **The Camera tab gives you access to camera-related functions**... like the brand new Camera!
    - **The Audio tab gives you access to volume sliders** for Master, Voices, and World, as well as a way to quickly select your mic from a list of devices, and adjust your own mic volume
    - **The Settings tab gives you access to common toggleable settings**, like nameplate display, 
  - In Desktop mode, click "Select User" on the Launchpad tab to put yourself into a selection mode to easily select a user near you... or just hold down Shift to quickly mouse over and click your target user
  - In Desktop mode, your view is now locked in place when your Quick Menu is open, and your mouse 
  - Quickly swap into and out of Safe Mode without wiping your custom Safety settings (*finally!*) using the Safe Mode button in the bottom right
- **The Camera has been completely redesigned and rebuilt!** Tons of new Camera features:
  - **A brand new model for the camera and camera lens!**
  - **A brand new UI for the camera**, which lets you select options with the laser instead of clicking buttons! 🙏🙏🙏
  - **Depth of Field!** Choose between several lens modes to give your photos a stylistic touch by blurring objects out of focus
    - Go with Auto Focus for auto-magic! Click the screen with your selection laser to move the focus circle. Click the circle again to re-center it. 
    - Use Semi-Auto to permit some F-Stop and Focal Length adjustment
    - Go full Manual to adjust the Focal Distance yourself! 
    - Of course, you could just turn it off completely too.
  - **You can now grab the lens** when its detached to adjust its position. The lens has a small pin light to show which way is up when it is disconnected
  - **Click the selfie button** to quickly flip the lens around to face you
  - **Use the Lock button** to lock the camera in place
  - We're looking into getting the **Camera on Quest**! Keep an eye out in future releases 

## Improvements
- **The Main Menu has new theming** with sharper, more crisp graphics
  - **A full Main Menu redesign and rebuild is already in-progress**, keep an eye out for it in future updates
- **The Fallback "Feather" icon is now always visible** on nameplates of users wearing a fallback even when the Quick Menu is closed, letting you quickly see if someone's in a Fallback avatar. This can be turned off in the Quick Menu (in the settings tab) or by turning off nameplates entirely
- **The camera now saves pictures in folders in the format `YYYY-MM` to aid with organization** (and to prevent Windows from crying out in pain any time it opens a Pictures folder with more than a few hundred images in it)
  - Old photos won't be organized in this manner, only new ones taken going forward
- AVPro upgraded to 2.2.1
#
## Fixes
- Fixed: First Person View steady-cam wouldn't reload the camera settings properly upon loading a world
- Fixed: The player collider was not able to pass under colliders less than 2m tall, despite being 1.65m tall. The player collider is now 1.65m tall
- Fixed: Seeking behavior with AVPro was buggy


# Udon

## Improvements
- Exposed many requested Udon types!
  - **New Types**
    - `ParticleSystemRenderer`
    - `CombineInstance`
    - `GradientColorKey`
    - `GradientAlphaKey`
    - `CharacterController`
    - `Vector2Int`
    - `Vector3Int`
    - `System.Math`
  - **Whitelisted Methods**
    - `AudioSettings.get_dspTime`
    - `AudioSettings.get_outputSampleRate`
    - `Math.Min`
    - `Math.Pow`
    - `CustomRenderTexture.antiAliasing`
    - `CustomRenderTexture.Update`
    - `Animator.Update`
    - `Animator.GetBoneTransform`
    - `TextMeshPro.` / `TextMeshProUGUI.`
      - `ForceMeshUpdate`
      - `UpdateGeometry`
      - `maxDisplayedChars`
      - `textInfo`
      - `meshInfo`
      - `enabled`

## Fixes
- Fixed: Sync type "None" wasn't functional. Oops
- Fixed: UdonBehaviours now properly respect execution order in `OnEnable` and `Start`. **This may break your world if you relied on the broken behavior.**
  - Previously, Udon would run UdonBehaviours in parent objects before child objects, no matter what. This was unintentional and caused undocumented behavior.
  - If you have a child object that calls a function on its parent, and that function relies on information that the parent gathered on `Start` or `OnEnable`, then you are relying on this now-fixed behavior. This means that your UdonBehaviour will now halt.
  - To fix this, you must manually set the execution order of your UdonBehaviours if you need one to fire before the other.
  - In other words, **some Udon prefabs may break!** If you aren't comfortable fixing an Udon prefab on your own, you may have to wait for the prefab's author to update the asset.
- Fixed: `IsUserInVR` would return false for some VR players when called on `Start`
- Fixed: Trigger and Collision events will no longer fire for protected objects like Stations on Avatars and the User's Camera

# SDK

## Fixes
- Fixed: Build hooks were registered twice, causing unnecessary extra time spent during builds
- Fixed: SDK world builds failed in specific cases

# KNOWN ISSUES

## Client
- Some ledges aren't step-uppable but we've already fixed that internally. Don't go changing your worlds to make them work, it'll be fixed in the first Open Beta patch.
- The Main Menu can cause hitching when opening/closing.
- Both Left and Right selection lasers/cursors show up when using the Quick Menu.
- VRCat is missing from the top of the menu. We're shaking the treat bag, they'll come out in a sec.
- Custom world RenderQueues don't work anymore
- Sometimes there's missing rows from the World page in the main menu.
eternal flame
#

Hey <@&503009384968749076> testers! Thanks to a huge effort by everyone involved and through your feedback, we've got a new Open Beta Patch for the UI 1.5 Update! This is VRChat 2021.4.1, build 1140.

Just like before, this Open Beta is network-compatible! You can use this on Live! Future updates to this Open Beta may make it incompatible with Live, so this isn't guaranteed to continue. THERE ARE SOME CAVEATS:

  1. If you report a bug, you must must must verify that no Live users were in the instance and the bug doesn't involve interaction with Live.
  2. Additionally, there's a few known inter-version issues. If you use this Open Beta with people who are still on live, be aware that there may be some issues caused by this mix. These issues will not be fixed because they won't be a problem if everyone is on the same version.
  • Emojis are not correct, causing them to be turned into something different.
  • Udon may not sync in some specific worlds

Please note that this does not include every change coming before release, as we're continuing to work on all aspects of this update. Speaking of which, please PLEASE post any bugs you find or feedback you have, properly labeled, to our Open Beta Feedback board: https://feedback.vrchat.com/open-beta Ensure that you note the two above items and ensure you're not re-reporting a known issue.

If you find a bug or issue and you don't post it to the Feedback boards, you haven't reported it and it won't be fixed.

There are no new SDKs to test. You can read the full release notes here: https://docs.vrchat.com/v2021.4.1/docs/latest-release

Here are the changes for this patch:

#
# Client

## Improvements
- Added Avatar Audio setting to the Quick Menu Audio tab
- Added "Show As User / Trusted" button to the User Profile Wing
- Added an avatar platform indicator on the 'Avatar Details' button in Main Menu
- Added a Vote-to-Kick notification icon
- Added click-and-drag movement through the Quick Menu tabs
- Improved appearance of sprite fonts in menus
- Added a dialog to explain when users are in DND (red) status, they won't get invites
- Improved text size adjustments on notifications to reduce splitting of long names
- Improved the menu images for system-level notifications
- Camera will now spawn next to the hand used to turn on the Camera and spawn closer for small avatars
- Focal Length is now tied to the Zoom Slider, as a real camera would be
- Updated the Instance Owner Icon in the Quick Menu to a crown
- Reverted changes to execution order in Udon that caused video players to not work

## Fixes
- **Fixed the following bugs:**
  - Issues with step height, which would stop people from stepping over certain small colliders
  - Action Menu animation was missing
  - Icon were missing for Action Menu sub-menu buttons
  - Status and Region sprites had aliasing issues
  - Invite+ worlds would show as Invite-Only
  - Nameplate rendering order problems
  - Non-VRC+ accounts could access the gallery page, which has no function for them
  - Black orbs would appear in Depth of Field mode
  - Camera zoom experienced some issues when using pins or changing filters
  - Partial fix for camera readability issues on smaller avatars
  - Depth of Field sometimes caused transparency issues
  - The "mute" sound effect didn't always play
  - The Quick Menu could overlap the Main Menu in some cases
  - Desktop reticle was too large
  - Sorting issues for the Preview Avatar in the Avatar Menu
  - Worlds and Avatars would sometimes show over the menu
  - Sorting layer behavior for TextMeshPro
  - "Order in Layer" always sets to 0 at start
  - Various interactions between Quick Menu and popup dialogs were buggy
  - You could create a new instance of someone else's private world
  - The instance owner info was blank for public worlds
  - The screenshot button only took 1280x720 images
  - Text would hit the edge of UI cells in the top-of-menu notifications
  - Masking for some UI content cells was incorrect
  - Players weren't able to enter a world from the Friends Wing via the World Location when the target instance was over softcap
  - The Change Avatar button wouldn't work in some cases
  - The menu scrolling direction was opposite from Live
  - Interacting with social notifications when the user has transparency in their profile image/avatar image could result in unintentional click-throughs
  - Icons for Sit/Stand button were swapped
  - Maximum safety preset in QM did not display properly
  - Names with special characters would not render in the Here tab
  - Avatar info could be incorrect when viewing Avatar Details
  - Supported platform icons had incorrect sprite aliasing
  - Arrows on the Friends Wing would be incorrectly disabled if the player didn't have VRChat Plus
- The Panorama button in the Quick Menu has been removed due to several issues. There are many compounding bugs with this feature, and trying to fix it right now will slow down this release. We'll circle back around and implement it properly at a later time.
  - VRChive Panorama has also been removed for similar reasons
weak raft
#

Hey there <@&503009384968749076> testers! Let's keep it going with another build of the UI 1.5 update. This is 2021.4.1, build 1142!

Just like before, this Open Beta is network-compatible! You can use this on Live! THERE ARE SOME CAVEATS:

  1. If you report a bug, you must must must verify that no Live users were in the instance and the bug doesn't involve interaction with Live.
  2. If you are working on Udon stuff involving the new methods and features, you can't have people on Live in the room. It may break depending on your setup and all bug reports submitted MUST verify that nobody in Live was in the instance.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback, unless you've posted it there, you haven't reported it and it won't be fixed. Posting "its broken" in Discord doesn't count.


There are no new SDKs to test. You can read the full release notes here: https://docs.vrchat.com/v2021.4.1/docs/latest-release

Here are the changes for this patch:

# Client

## Improvements

### UI
- Added Avatar platform icons when hovering over favorite icons in the Avatar Wing
- Reduced the font size for notifications above the Quick Menu
- Added a dark background behind transparent profile images wherever they appear

### Camera
- Moved the 5 second timer to the first page, Masks to the second page
- Smoothed and Look At Me modes are now independent toggles
- Improvements to optimize the Depth of Field function and remove artifacting
- Added an Auto Level toggle in the Movement menu
- Added a Reset Zoom button
- Re-added the red column "camera beacons" that indicate the presence of a camera lens with the Quick Menu open
- You can now open the camera by double-clicking the Camera tab icon

## Fixes
Fixed the following issues:

- Some avatar setups would cause abnormal lag

### UI
- VRCat was missing. They were under the bed taking a nap. They've returned in search of pats.
- Clicking items on the User Profile wing could occur when items were out of view
- VRChat Plus Gallery Camera was mirrored incorrectly
- The Avatar Wing would not update immediately to reflect changes to favorites
- Avatar audio slider is present on Quest despite Quest not having avatar audio
- Quick Menu volume sliders would not update if the Main Menu sliders changed
- Tooltip for avatar audio volume slider was incorrect
- Do Not Disturb popup was missing from invites and requests in the Main Menu
- Secondary cursor was missing when inputting text from the Quick Menu

### Camera
- Camera masks would not save in pins correctly
- UI mask was not properly being disabled by default
- Camera would incorrectly reset to local space after being grabbed in world space
- Camera pins would put the camera into random locations

# Documentation Changes
- All pages that document an SDK2 component have been updated with a deprecation warning.
- All pages that reference an SDK2 example or prefab have been updated with a deprecation warning.
  - Additionally, all prefabs available for SDK3 in 'VRChat Examples' have been documented
- All VRChat Kits (all one of them!) doc pages have been updated to state they're made using SDK2 and will need updating for SDK3
- Where possible, we are in the process of linking pages that will help users find alternative solutions to deprecated components

# Website Changes
- Changed the SDK download page to emphasize SDK3 and show that SDK2 is deprecated and should not be used except to maintain old projects: https://vrchat.com/home/download
weak raft
#

Since we have tons of people spreading around misinformation and telephone-game-reconstitutions of our original statements (sometimes with out of context Discord screenshots, if we're lucky), let's post this!

This will not be published and will not be pinged, but it is useful information to clarify some of our messaging.

SDK2 content is not going away any time soon. The SDK2 system, however, is now considered legacy. What does that mean?

"Legacy" typically means that the system or content being described is still functional, although it doesn't work well with up-to-date systems. You might also consider it "Long Term Support", if you're familiar with that terminology. Unity uses it! Note that this definition does not indicate a loss of functionality!

We want to eventually stop worrying about SDK2, because it necessarily is limiting us and our continued development/growth in various ways. I won't get into that here, as that decision is made. We're movin' on.

However, there's a lot of SDK2 content in VRChat right now! We don't want to lose that.

As such, we'll try to keep the lights on and ensure SDK2 content works for as long as possible. Here's how I roughly see the stages going forward (not a guarantee, this is me somewhat spitballing):

  1. We will state that SDK2 is no longer favored for projects, as it is considered deprecated and legacy, and will only (at best) receive maintenance updates, if that. This is where we are right now.
  2. At some future point in time, SDK2 will stop receiving maintenance updates. It will be removed from our download page. SDK2 content will still function, and if a major issue occurs with SDK2, it is possible it will receive a patch, but this is not guaranteed.
  3. At some point after that, we will prevent creators from uploading SDK2 content. SDK2 content will still function at this point. This is a pretty decent amount of time away but could be conceivably merged with step two.
  4. At some very, very far point in the future, SDK2 content will break because of a change we make. This may or may not be intentional, or it may be a feature we want to release that requires SDK2 content to stop working or be intentionally broken. At this point, this content will no longer be accessible.

Our goal with this rough plan (again, this is just my perception of things, but it lines up with our plans) is to ensure that there are as few things as possible still on SDK2 when step 4 hits. We don't want people to lose content. We can't maintain old systems forever. (If we did, we'd still support content uploaded from Unity 4)

I hope this clears things up!

weak raft
#

Hello everyone! One more <@&503009384968749076> build for the weekend. We're getting close! VRChat Open Beta 2021.4.1 is now on build 1144.

Just like before, this Open Beta is network-compatible! You can use this on Live! THERE ARE SOME CAVEATS:

  1. If you report a bug, you must must must verify that no Live users were in the instance and the bug doesn't involve interaction with Live.
  2. If you are working on Udon stuff involving the new methods and features, you can't have people on Live in the room. It may break depending on your setup and all bug reports submitted MUST verify that nobody in Live was in the instance.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback, unless you've posted it there, you haven't reported it and it won't be fixed. Posting "its broken" in Discord doesn't count.


Here's the new SDKs!

SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2021.10.22.18.34_Public.unitypackage
SDK3-Avatar: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.10.22.18.34_Public.unitypackage
SDK3-World: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.10.22.18.33_Public.unitypackage

You can read the full release notes here: https://docs.vrchat.com/v2021.4.1/docs/latest-release

Here are the changes for this patch:

# Client

## New Changes
- The maximum world size for Quest worlds has been raised from 50MB to 100MB

## Fixes
The following issues were fixed:

- Local test avatars were not loading the most recent version on update
- VRCat was supposed to be on the Main Menu's VRChat Plus screen but they were taking a nap. They wouldn't get up, so we just moved the bed to that screen. Good enough
- Holoport was disabled on each launch despite user settings
- Constraints on mirror clones were executing in the wrong order, causing mismatches in some cases
- SDK2 avatar emotes used from the Quick Menu had some issues
- Camera: Default Depth of Field settings weren't quite right
- Camera: Addressed some color banding issues
- UI: Capitalization on System notifications was incorrect
- UI: Udon input events were occurring when menus were open

## Improvements
- Camera: In the interest of precise and accurate wording, "FStop" was renamed to "Aperture" 
- Camera: DoF effect focuses on the local player when set to Look At Me mode
- UI: The Friend and Unfriend buttons on the "Selected User" mode of the QM are now in the same location

# SDK

## Improvements
- Added `OnPostprocessAvatar` hook, fires after avatar processing is complete to allow for cleanup operations
- Ensured that `OnPreprocessAvatar` stops the build on failure

# Udon

## Improvements
- None sync can now be used on the same GameObject as Manual or Continuous

# Known Issues
- The client cannot load into local test worlds properly
weak raft
#

Hello everyone! Another <@&503009384968749076> build! VRChat Open Beta 2021.4.1 is now on build 1145.

Just like before, this Open Beta is network-compatible! You can use this on Live! THERE ARE SOME CAVEATS:

  1. If you report a bug, you must must must verify that no Live users were in the instance and the bug doesn't involve interaction with Live.
  2. If you are working on Udon stuff involving the new methods and features, you can't have people on Live in the room. It may break depending on your setup and all bug reports submitted MUST verify that nobody in Live was in the instance.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback, unless you've posted it there, you haven't reported it and it won't be fixed. Posting "its broken" in Discord doesn't count.


There aren't any new SDKs this time around.

You can read the full release notes here: https://docs.vrchat.com/v2021.4.1/docs/latest-release

Here are the changes for this patch:

# Client

## New Changes
- Updated multiple loading screen graphics to reflect new UI

## Improvements
- "Users Blocking You" and "Blocked Users" are now visible at the bottom of the Here tab. This list starts collapsed but can be expanded and made visible
  - All users will see "Blocked Users", but only world authors and instance owners will see "Users Blocking You"
- Slightly adjusted button text brightness
- Added the platform icon to the Clone Avatar button in the User Details Quick Menu page
- Updated the Avatar Wing to show platform icons
- Removed neck rotation lock while using the "User Icon" camera
- Additional touch-ups to Depth of Field / bokeh effect

## Fixes
The following issues were fixed:
- The instance owner would sometimes be missing in the Here tab of the Quick Menu
- More image mask imperfections
- Creating an invite could run into a state where both the Main Menu and the Quick Menu were open at the same time
- Local test worlds were not functional
- FBT tracker visual points would not disappear in some cases when using the Avatar Wing to swap
- Camera pins would not save some settings correctly

## Known Issues
- Blocking hides the View Avatar Details, View Avatar Author & Mute buttons. Unblocking does not put them back

# Website

## Improvements
- The VRChat Home Worlds page now reflects how world rows look in VRChat! https://vrchat.com/home/worlds
weak raft
#

Hello everyone! Another <@&503009384968749076> build! VRChat Open Beta 2021.4.1 is now on build 1147.

THIS IS IMPORTANT: This Open Beta is NOT network compatible. You will not be able to see people on the main branch of VRChat! If you've been on the open-beta branch for a while, you might've forgotten and are wondering why you can't join on your friends now. This is why!

But why are we doing this? Because this build is a release candidate!! Barring any major issues, this release will go Live soon--** probably early next week**!


If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback, unless you've posted it there, you haven't reported it and it won't be fixed. Posting "its broken" in Discord doesn't count. This goes double for the RC!! Last call!


There aren't any new SDKs this time around.

You can read the full release notes here: https://docs.vrchat.com/v2021.4.1/docs/latest-release

Here are the changes for this patch:

# Client

## Improvements
- Adjusted wing scroll bars to be thinner while not in use
- If you are in FBT and you turn your trackers off, opening the Quick Menu will once again disable FBT
- Added haptics and sounds for hovering over and selecting avatars in the Quick Menu
- Added a confirmation dialog for blocking a user
- Added an icon for adding a friend to a Favorite Friend list
- Adjustments to improve world row loading

## Fixes
The following issues were fixed:
- Text would not appear in the UI in some cases
- Grip input was sometimes incorrectly used for UI element selection
- Sending an invite or invite response from the Main Menu would incorrectly bring up the Quick Menu
- Invite dialogs weren't synced between Quick Menu and Main Menu in some cases
- User info wouldn't display properly after unblocking someone
- Player spawn position was incorrect
- UI was overlapping in some places
- Reporting a world sometimes reported the wrong world
- VRCat had some layering issues
- The recent emoji tab wouldn't include some emoji
- Some instance info text was missing
#

I'm gonna ping again to be annoying, because this is important and we're almost certainly going to have people confused about this:

Hey, <@&503009384968749076>. Can't see your friends? Joining empty instances? That's because your Open Beta build won't work with Live anymore. Switch back to Live. That's because we're going to be releasing soon, probably early next week.

weak raft
#

Hello everyone! Another <@&503009384968749076> build! VRChat Open Beta 2021.4.1 is now on build 1148. This build is a release candidate!! Barring any major issues, this release will go Live early next week!

THIS IS IMPORTANT: This Open Beta is NOT network compatible. You will not be able to see people on the main branch of VRChat!


If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback, unless you've posted it there, you haven't reported it and it won't be fixed. Posting "its broken" in Discord doesn't count. This goes double for the RC!! Last call!


There aren't any new SDKs this time around.

You can read the full release notes here: https://docs.vrchat.com/v2021.4.1/docs/latest-release

Here are the changes for this patch:

# Client

## Fixes
The following issues were fixed:
- Camera filter previews were blank
- Udon: Assigning an array that contains a destroyed object to a variable caused crashes
- Gallery images were being stretched after capture
- Only 16 of the 64 gallery images were appearing on Quest
- Friend/Unfriend buttons would appear in the Quick Menu when they should not
- AVPro video player textures have jagged edges
weak raft
#

Hey <@&503009384968749076> testers!! SURPRISE! We've got a new build for you to test out starting today! This is VRChat 2021.4.2, build 1154-- the "UI 1.5.1, VRC+ Gifting, Quest Camera, and US East Regions" update! Wow, what an awful name.

As you might've guessed from the awful name, there's a bunch in here! This release focuses on a few things.

First off, we've done a bunch of polishing to the UI 1.5 update. You'll notice a lot of work to the new Quick Menu, mostly in regards to fixing bugs, adjusting annoyances, and other stuff. We've also slipped in some fixes to the Camera while we were in there. This release was always planned to be the "Hey, our community's had a bit to test stuff out, let's tweak things based on what they said." So, here we are! We're doin' it!

Next, we've introduced VRChat Plus Gifting! Available only on Steam for now, you can now send a non-recurring gift of a month or a year of VRChat Plus to your friends! Open your Quick Menu, click your friend, then click "Gift VRC+". 🎅 We plan on getting this working on Oculus as soon as we can, hopefully before the holidays. Fingers crossed! 🤞

Oh, right. We promised to put the Camera on Quest in this update, right? Done! The VRChat Camera can now be used on the Oculus Quest! Open it up using the Camera tab 📷 in the Quick Menu. Tip for Real Professional Gamers: Click the Camera tab twice to quick-spawn the camera. 🤯

We've also introduced the US East region! We've got new servers running in Virginia, USA, which not only should help people living in that area with a bit of improved voice and IK latency, but also allow NA and EU bridge the Atlantic gap a little bit more reasonably! You can choose to create a new instance in the US East region the same way you'd choose to create an EU or JP region instance.

There's... uh... okay, there's a LOT in this update. Kitchen-sink style. Fixes, improvements, changes, all that jam. I could go on and on, but really, you should just read our patch notes. Which you were going to do anyways, right? 🙃

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends that you're in the Open Beta!

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it won't be addressed.

This release is available for Steam, Oculus PC and Oculus Quest!

Hey 👩‍💻Creators, grab updated SDKs here:
SDK3 - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2021.11.24.16.19_Public.unitypackage
SDK3 - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2021.11.24.16.20_Public.unitypackage

You can check the full release notes here! https://docs.vrchat.com/v2021.4.2/docs/latest-release

Here's the changes in this patch:

1/3

#
# Client
## Features
- **Added VRChat Plus gifting!** Click on a user, click "Gift VRC+", and spread the love!
  - For now, only Steam users can purchase, but **any VRChat user can receive a gift**
  - Users with an active subscription cannot receive a VRChat Plus gift
  - Gifts can be a 1 Month VRChat Plus credit, or a 1 Year VRChat Plus credit. They do not recur
  - Working on bringing gifting to Oculus soon!
  - Before you ask-- **yes, you can buy Gifts for others on the Open Beta.** In fact, you can buy gifts for people that are on Live while you're on the Open Beta via the social menu!
- **Added the Camera to VRChat on Quest!**
  - Unfortunately, due to performance issues, the "depth of field" focusing effect is not available
  - Images are saved in the Quest's Pictures folder under VRChat, and can be accessed via the Quest's OS. They can also be accessed via connecting your Quest to your PC and looking under the `Pictures/VRChat` folder
- **Added the US East region!**
  - Added a text indicator on portals to differentiate between US East and US West

## Improvements
- **Added Full Body Tracking settings section to the Quick Menu!**
  - This menu allows you to adjust your user height, recalibrate quickly, and **disable/re-enable Full Body Tracking** with a button press 🎉🎆🎇🍾
- **The VRChat UI is now rendered such that it will no longer be affected by avatar or world shaders, post processing, or other effects!**
  - 👩‍💻 Creators: We used one of our reserved layers as part of this change. Please ensure you do not use reserved layers in **any** part of your creation process to ensure that nothing breaks when we use one!
- Added a new safety / debug feature: **If you hold down both Quick Menu buttons for the duration of loading a world, your avatar will be reset upon load-in!**
- 👩‍💻 Creators: **Improved the Shader Fallback System!**
  - In your shader, you can select a specific fallback based on the `VRCFallback` tag
  - We now allow `_BlendMode` and `_Mode` for Standard fallback
  - All applicable properties are now copied from the original material instead of just a selection
  - All Standard properties are copied correctly
- Holding right-click in Desktop Mode will cause the reticle to temporarily appear
- Added collapsable sections to the Here, Selected User, and Settings tabs in the Quick Menu
- Clicking "Avatar Details" in the QM will now open the details in the Quick Menu rather than in the Main Menu
- Added a button in the Camera tab to open the Picture save directory in Windows
- Added the user's current world info to the User Profile section of the Quick Menu
- Added an info panel to the Camera tab to explain where pictures are saved
- Added an error message to a situation during Oculus VRC+ purchases that would previously error with no message
- Reduced animation motion in the Quick Menu when using arrows to cycle between users in the instance

- Unavailable avatars are now displayed in grayscale in the Avatars wing
- We gave VRCat a bunch of pats and now they're doing all the stuff they should've been. patpatpatpatpatpatpatpatpatpatpatpatpatpatpatpat

2/3

#
## Fixes
The following issues were fixed:
- Logging out of an account and logging back into another would cause some information to be incorrectly retained
- In some worlds, a "goggle" overlay effect would appear in the camera
- The camera did not display the skybox color correctly
- Remote lenses would not have their orientation correctly shown
- Some avatars would not appear in the avatar wing of the Quick Menu
- The "Letters" user icon (as in, no icon selected) in the gallery was missing the letters
- Some worlds would cause the Quick Menu audio to loop abruptly
- SDK2 avatar emote names would not appear in the Quick Menu Emotes wing
- Scrolling in the Main Menu had some issues
- "Return to Default Home" button would not work properly in VR
- Some UI could stick after closing the main menu
- The Quick Menu offered incorrect options when a user was blocked
- Only the first 16 images would appear in a Gallery in some cases
- Buttons to Flip and Move image in the icon and image cameras weren't working properly
- The Action menu could mess with the UI mouselook
- Some visuals in the Expression wing had incorrect colors
- The Clone Avatar button wouldn't update properly in some cases
- A variety of safety and security fixes

Various small fixes were applied to:
- VRC+ favorites in the Quick Menu Favorites Wing
- HUD element render order
- Sounds and haptics when selecting user capsules

# Udon

## Improvements
- General performance improvements to Udon
- UdonBehaviour Interact text has been exposed to Udon via `Get` and `Set InteractionText`
- `PostProcessVolume` has been exposed to Udon via:
  - `Get` and `Set blendDistance`
  - `Get` and `Set priority`
  - `Get` and `Set isGlobal`
  - `Get` and `Set weight`

## Fixes
The following issues were fixed:
- Manual sync sometimes would get "stuck" and `OnDeserialization` would not fire for remotes until someone else joined
  - More precisely, we fixed a bug that caused synced variables to not be properly received on UdonBehaviours that implemented `OnOwnershipTransferRequest`

3/3

weak raft
#

Hello everyone! Another <@&503009384968749076> build! VRChat Open Beta 2021.4.2 is now on build 1155.

This is Steam-only for now, but we're including some Oculus/Meta-specific changelogs that you'll see when this releases. This isn't exactly a release candidate, but... close enough. Treat it like one.

As such, the Oculus/Meta Quest and Rift betas have been taken down.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback, unless you've posted it there, you haven't reported it and it won't be fixed. Posting "its broken" in Discord doesn't count.

There aren't any new SDKs this time around.

You can read the full release notes here: https://docs.vrchat.com/v2021.4.2/docs/latest-release

Here are the changes for this patch:

# Client

## Features
- We've added support for a variety of Oculus/Meta social features!
  - There is now an expanded Rich Presence system on Oculus/Meta
  - Users in VRChat can send invites to Oculus/Meta friends that are online but not in VRChat

## Changes since the last Open Beta

### Improvements
- Updated AVPro to version 2.2.4

### Changes
- Removed corner indicator on Avatar Details tab, as Details now open in the QM
- Updated the loading screen tip for Show/Hide Trust Rank option to new UI

### Fixes
The following items have been fixed:
- Gifted subs could visually appear as your own VRC+ sub in the Subscriptions menu
- The amount of trigger press required to interact with the UI was incorrect
- Layer/Transparency sorting issues in the UI
- Here tab scrolled to the bottom of the page on open
- Instance moderation UI would appear even if it wasn't usable
- FBT enable/disable buttons were not working as intended
- Avatar preview light in main menu had culling issues
- Texture scale and offset were not properly copied to shader fallbacks
- Cursor in the UI rotated incorrectly in some situations
weak raft
#

Hey <@&503009384968749076> testers!! Kept you waiting, huh? Let's get back on it. This is VRChat 2022.1.1, build 1166-- the "Avatar OSC" update!

As you might've seen on our Twitter, in our main announcement channel, or elsewhere, we've got Avatar OSC on the way! Check out our blog to see how it works. Or the docs. Either or. You'll figure it out.

https://hello.vrchat.com/blog/vrchat-osc-for-avatars

This update also has some other stuff, like the new Tunneling comfort feature, the new Voice avatar parameter, and a bunch of fixes. We're prepping for some other updates that are on the way, including one you might've caught a teaser for on Twitter. (If you missed it, we're implementing 8 and 10 point tracking, spoilers)

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends that you're in the Open Beta!

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed.

This release is available for Steam, Oculus PC and Oculus Quest!

Hey 👩‍💻Creators, grab updated SDKs here:
SDK3 - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2022.02.16.19.13_Public.unitypackage
SDK3 - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.02.16.19.13_Public.unitypackage

You can check the full release notes here! https://docs.vrchat.com/v2022.1.1/docs/latest-release

Patchnotes below!!

#
# Client

## Features
- **OSC API for Avatars!**
  - You can now set up Open Sound Control to change parameters on your avatar and read parameters from your avatar-- both input and output!
  - You can use this to implement your own eye tracking, face tracking, make changes to your avatars based on external inputs, and more!
  - This is a pretty technical subject! Check out our blog post to read more and see some examples: https://hello.vrchat.com/blog/vrchat-osc-for-avatars
  - You can also check out our documentation here for more details on how to use this system: https://docs.vrchat.com/v2022.1.1/docs/osc-avatar-parameters
  - We've also added a OSC debug menu to help with development! https://docs.vrchat.com/v2022.1.1/docs/osc-debugging 
  - OSC API for Avatars is only available for PC for the moment, but we will be adding Quest support.
- **OSC API for Input!**
  - You can also use the same system to provide input into VRChat! Many of our controls are mapped to OSC channels
  - You can use this to map your own controllers, peripherals, and more!
  - More details are provided in the OSC as Input Controller docs (https://docs.vrchat.com/v2022.1.1/docs/osc-as-input-controller) and the blog (https://hello.vrchat.com/blog/vrchat-osc-for-avatars)
  - OSC API for Input **is available for VRChat on both PC and Quest**! More robust documentation for using OSC on your Quest is forthcoming, but basically you just need to point your OSC application at your Quest's IP using the default ports.
- Added a **"tunneling" VR movement comfort feature** that optionally adds a vignette effect during movement
  - Has "Light" and "Strong" settings, adjustable in the Quick Menu


## Changes, Improvements, and Fixes
- **Added the `Voice` parameter for usage on avatars!** This parameter is the avatar wearer's microphone amplitude in a float value from 0.0 to 1.0
- Added a "View Profile" button to friend request notifications
- Fixed an issue where the Upper Chest bone was not being networked properly, which could cause desynced poses when it was mapped (especially for full body users)
- Fixed an issue where some friends would be stuck "Online" after they'd logged off
- Greatly reduced spurious logging to the output log to improve performance. Re-enable these logs (and some new ones) by using the new `--enable-verbose-logging` launch option
- EXPERIMENTAL: Added the `--enable-avpro-in-proton` launch option, which will allow Proton users to re-enable AVPro for video playback. This may cause crashes!
- Fixed an issue where closing the Stream camera would open the Photo camera
- Fixed an issue where the VRChat UI could react when the mouse cursor was not over the window
- A variety of fixes to address application crashes in certain circumstances

# Udon

## Features
- Added `VRCPlayerAPI.Respawn` node with optional spawn index

## Changes, Improvements, and Fixes
- Udon synced objects are now less likely to rubber-band when transferring ownership

# SDK

## Features
- Allow other tools to define methods for `SendCustomNetworkEvent`, `SetKinematic`, and `SetGravity` for use in the Editor
weak raft
#

Oh! One more thing! If you're interested in writing some OSC applications and interacting with VRChat, you'll want these so you can participate in the OSC development community! Since this is a pretty developer-centric feature (at least, at first), we're going to handle these slightly differently than our normal processes with Canny and etc. Use this GitHub team instead!

Discussions: https://github.com/vrchat-community/osc/discussions

Bugs & Feature Requests: https://github.com/vrchat-community/osc/issues

Milestones: https://github.com/vrchat-community/osc/milestones

eternal flame
#

Hey <@&503009384968749076> testers! We've got a small patch for Open Beta, VRChat 2022.1.1, build 1167.

This release is available for Steam, Oculus PC and Oculus Quest!

You can check the full release notes here! https://docs.vrchat.com/v2022.1.1/docs/latest-release

Client
Changes since the last build
Various internal networking adjustments and updates

weak raft
#

Hi <@&503009384968749076> testers! Here's another patch for the Beta. We're on 2022.1.1, build 1168 now.

All details identical to previous builds of this Open Beta version. No new SDKs.

Post your Feedback items sooner rather than later, pleaseandthankyouuuuu!! This isn't an RC quite yet, but we're getting close. Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed and all your friends will blame you. Just kidding, everyone will just blame me as usual vrcTupCry

You can check the full release notes here: https://docs.vrchat.com/v2022.1.1/docs/latest-release

# Client
## Changes since the last Open Beta
- OSC avatar parameter input now works for Quest! Woooooooooo
  - You'll need the IP address of your Quest for this to work, of course. You can either get this from your networking menu in the Quest UI, from an overlay application, or from your router's list of active clients
- With OSC enabled, when you change an avatar in VRChat, it will now send two OSC messages:
  - `/avatar/change` is the ID of the avatar you've just changed into
  - `/avatar/config` is the file system path to get to the config file
- Fixed the Boolean input into OSC, so you don't have to send in `1` or `0` Ints. whoops
- Added scrolling to the OSC debug view
- If loading or saving an avatar config ever fails, the config on disk is ignored and regenerated
- Local avatars (Build&Test) don't save configs to disk
- Added a "Reset Config" button to the Action Menu. This will regenerate the config for that avatar, so you don't need to go manually delete it any time you update the avatar, you just have to slap this new button
- Documented `/input/Voice` which acts like the V button (it respects your menu settings, not just a toggle), forgot to document it last time
weak raft
#

Hi <@&503009384968749076> testers! One more patch for the Beta. We're on 2022.1.1, build 1169 now.

siren This is a RELEASE CANDIDATE! siren That means, barring any horrible showstopper bugs, this is the build that'll go Live very soon-- likely today! This is your last call. If you found a bug or have some feedback but you didn't post it to our Feedback boards yet, you haven't reported it and it may not be fixed or addressed. https://feedback.vrchat.com/open-beta

You can check the full release notes here: https://docs.vrchat.com/v2022.1.1/docs/latest-release

# Client
## Changes since the last Open Beta
- Fixed an issue causing major FPS loss
- Removed avatar name from the OSC config filename
  - Avatar name is only removed from newly generated config files. If you have old configs with avatar names, they will continue to work and will not be changed until you regenerate configs
- Fixed the Viseme parameter not updating for avatars uploaded with "Viseme Parameter Only"
- Fixed an issue where stations were not applying animations correctly
weak raft
#

Hello <@&503009384968749076> testers! We've got a special test version for you to put through its paces, test out, find bugs, give feedback, all that jazz-- oh, and it's compatible with Live!

So... what is it?! Welcome to the VRChat IK 2.0 Beta: our overhaul of VRChat's IK system, including 8 and 10-point tracking!!

Learn more about it in our latest blog post: https://hello.vrchat.com/blog/vrchat-ik-2

If you're more of a "just give me a video clip" person, check this out: https://gfycat.com/capitaltangiblegrouper

READ BELOW TO LEARN HOW TO ACCESS THE BETA
You can now subscribe to the IK-Beta on Steam, the same way you'd access the normal Open Beta. No password, it should just be available in the list. Check #open-beta-info for instructions on how to opt-in to Steam betas. Short version-- right click VRChat, click Properties, go to the Beta tab.
READ ABOVE TO LEARN HOW TO ACCESS THE BETA

This beta is only available on Steam for now.

We've got a dedicated chat channel for this test: #ik-2

This beta is not tied to a specific release. The branch will be kept up-to-date with Live. The intent is for you to provide bug reports and feedback over a longer testing period while we fine-tune the changes. IK behavior is very subjective, and we want to make sure this new system works well for everyone.

We plan on interacting and working closely with testers that provide detailed and actionable feedback and reports, so please ensure they're well formatted, complete, reproducable, and include examples if you can!!

FYI, we found this world really useful for doing testing. It could be very useful to show things for feedback screenshots and video clips. It puts axis labels on each humanoid bone. Thank you, Kurotori-san! https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2

IMPORTANT LINKS
Please provide your feedback and bug reports in this dedicated Feedback board:
https://feedback.vrchat.com/vrchat-ik-20

Please do not use the normal Open Beta board for feedback on the IK 2.0 Beta.

Remember, if you didn't post your feedback or bug report on that board, you didn't report it, and it won't be seen or fixed. Posting an item in the Discord discussion channels doesn't count! That's not a bug report or a feedback item, and we're not gonna see it as it scrolls upward into oblivion. cirSnap

Anyways, since this is an ongoing beta and it isn't tied to a release yet, it isn't going to have an entry in our docs just yet. As such, all patchnotes will be announced in this channel, labeled accordingly. Here's the first round! Go forth, test out your trackers, and enjoy!

#
**Introducing VRChat IK 2.0: overhaul of VRChat's IK system and a toggle button to restore pre-overhaul function in the QM settings tab**
- **Added support for 8-point elbow or 8-point knee, as well as 10-point (combined) tracking** in FBT
- 3-point (non-full-body), 4-point, 6-point, and 8-point(knee) users can enjoy **automatic prevention of elbows clipping** through the avatar's torso.
- 6-point+ users have **new configuration options for FBT in the QM settings tab.**
  - **Lock-hip option**: This option prioritizes hip tracking, allowing the head to drift slightly to avoid odd neck or spine crunching.
  - **Lock-head option**: This option prioritizes head tracking, ensuring no view-point drift, but allowing the hip to drift slightly to avoid odd neck or spine crunching.
  - **Lock-all option**: This option strictly enforces both head and hip tracking. If the trackers get close together the spine will bend in any way necessary to have both align simultaneously. (Depending on your avatar's rig, this might cause odd posture)
- Fixed issues with upper body positional desync on some setups in FBT
- Added/refined support for upper-chest humanoid bone in FBT
- Fixed calibration binding causing tilted angles at the hips on some rigs in FBT
- Fixed issues with chest rotation when the user lies down in FBT
- Fixed issues with chest rotation when the user spins quickly in FBT
- Fixed issues with chest rotation when the user turns upside-down in FBT
- Improved anatomical modeling of shoulder bone motion. Avatars with long shoulder bones should now look much better than previously
- Reaching beyond the avatar's arm length no longer causes the torso to be pulled to rotate or lean towards the hands
- **IMPORTANT:** Adjusted "User Real Height" scaling method. **If you had previously set a height that differs from your actual real-life height, please enter your actual height before giving feedback on the scaling change.** If you prefer to adjust scaling you can enter any value in "User Real Height" but start from the baseline of your actual height
  - Combined with the removal of torso leaning, you may feel that your avatar's arms are too short. The new scaling targets just barely locking the elbows when standing with arms out to the sides in an IRL t-pose. Depending on the length and position of your avatar's shoulder bones, reaching in other directions can cause over or under reach. In general, the longer the shoulder bones, the further the avatar can reach in non t-pose directions
eternal flame
#

Hey <@&503009384968749076> testers! We've got a small patch for the VRChat IK-Beta. We're on VRChat 2022.1.1p1, build 11702 now.

All details to access the Open Beta are the same as before. Please refer to the dedicated chat channel for this test: #ik-2

- Allow more forward shoulder reach
- Adjust Lock Head mode to favor less hip movement
- Added a toggle to measure avatar scale by either arm-span or by height
weak raft
#

Hello <@&503009384968749076> testers! You know what? OSC, IK beta, that doesn't seem like enough. Let's make things a bit more Dynamic.

VRChat 2022.1.2, build 1181 is now on the Open Beta-- the Avatar Dynamics Open Beta is now LIVE!!!

There's a LOT in this update, so let's get the burning questions out of the way, then move on to the patchnotes.

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.03.04.12.28_Public.unitypackage
No updates for the Worlds SDK.

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you. You might want to use your Custom Status to inform your friends that you're in the Open Beta!

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed.

This release is available for Steam, Oculus PC and Oculus Quest!

You can check the full release notes here! https://docs.vrchat.com/v2022.1.2/docs/latest-release

1/3

#
# Client
**Introducing Avatar Dynamics!** This is a whole new category of systems that adds interactive features to VRChat avatars. 

Check out our blog post first, then read the patch notes below!

## Features
- **Implemented PhysBones!** PhysBones is a component that allows secondary movement for a more realistic depiction of things like hair and tails! **Check the docs** for technical details and important implementation notes!
  - This system is available on **all platforms-- yes, including the Quest!!**
  - You can set up PhysBones to be grabbed, pulled, stretched, and posed!
  - You can interact with other people's PhysBones, letting you push around and pose affected bones. Want to give your friend a new hairdo? Easy!
  - You can set up custom **PhysBones colliders** for various different effects!
  - We've defined default finger and hand colliders for **all avatars**, listed in our **PhysBones** docs, so you've always got a way to interact with PhysBones
  - We've integrated a UI to customize these predefined colliders on your avatar descriptor, so you can turn off ones you don't want at avatar creation time
  - You can use **PhysBones** to affect **Animator Parameters** on your avatar, so you can detect when someone is grabbing, pulling, or posing one of your PhysBones!
  - PhysBones are **highly performant**, offering orders-of-magnitude better performance than Dynamic Bones
- **Implemented Contacts!** Contacts allow you to define volumes of space that will send or receive signals. These signals can then be used to drive **Animator Parameters** on your avatar!
  - This system is available on **all platforms-- yes, including the Quest!!**
  - Contact Senders **send** a signal. For a successful collision to occur, both the sender and receiver need at least one matching pair of strings. Collision tags are case sensitive.
  - Contact Receivers **receive** a signal. As noted above, both the sender and receiver need at least one matching pair of strings. 
- Implemented **Avatar Dynamics Permissions**! The **Permissions and Settings** interface allows you to select who can interact with your Avatar Dynamics systems on your avatar-- nobody, your friend, or everyone! **Permission must be granted by both users** for interaction to be enabled
  - A new icon will appear on users' nameplates to indicate the state of the offered permission. 
  - If only the left hand is lit up, you're offering permission, but the other person isn't
  - If only the right hand is lit up, they're offering permission, but you aren't
  - If the hands are shaking, Avatar Dynamics interaction is enabled!
  - If neither hand is lit up, nobody's offering permission
- Implemented a **runtime auto-converter for Dynamic Bones to PhysBones!**
  - Best attempts are made to convert Dynamic Bones to PhysBones, including Bone and Collider components
  - The methods, variables, and mathematics are different between the two systems, so conversion may not work perfectly for all avatars. Some complicated setups may require that the avatar author re-upload a new version
  - Some features of Dynamic Bones that do not exist in PhysBones (such as "keep-inside" colliders) will not convert, and will instead be removed
  - This system is *enabled by default.* You can disable this system via the **VRChat Performance Options** window. When the system is disabled, you will no longer locally be running the DB->PB converter and Dynamic Bones will be running-- in other words, this choice is local

2/3

#
## Changes, Improvements, and Fixes
- Improvements to simulation time, which should improve networking behavior overall and fix a handful of edge-case networking-related bugs
- Input is no longer dependent on framerate

## Notes for Creators
 - PhysBones acts a bit differently than Dynamic Bones. As such, we've provided some usage tips on the **PhysBones** documentation page, please refer to it!
- In order to use Avatar Dynamics, you must update your SDK!
- Avatar Dynamics systems are only available in SDK3.

## Known Issues
**These are bugs that we know about already, and plan on addressing before leaving Open Beta.** If you find any additional bugs, please post about them on our **Feedback boards**: https://feedback.vrchat.com/open-beta
- **Contacts** are not disabled when in a Station, which can cause unwanted behavior
- When a **PhysBones** component is added to an avatar's Hip, even with exclusions, it can cause the entire avatar to wiggle
- The Handshake icon on the nameplate does not respect the nameplate transparency setting
- The handshake icon will overlap with the muted icon
- Setting a parameter with a **Contact** receiver does not cause the value to be sent through OSC output
- When copying the avatar descriptor, some gizmos will be broken until you edit their dependent values
- The `_Angle` parameter is not updating when the component is disabled and then re-enabled
- In Editor Play mode, attempting to grab and then pose empty space produces a NullRef
- Real Height buttons in the QM do not display properly

# Avatars SDK
The SDK now requires that the Burst and Mathematics packages are installed. If they aren't installed, the SDK will install them for you on import.

## Features
- Avatar Dynamics components implemented
  - VRCPhysBone and colliders, Contact senders and receivers
- Implemented some additional controls and settings on the Avatar Descriptor for Avatar Dynamics
- Implemented auto-conversion for Dynamic Bones to PhysBones, offered on the Build screen if Dynamic Bones are detected on the avatar

# Documentation
## Changes
- Avatar Performance Ranking System page has been updated with limits for PhysBones and Contacts https://docs.vrchat.com/v2022.1.2/docs/avatar-performance-ranking-system
- All VRChat-provided prefabs are now described on the **SDK Prefabs** page, and the Prefabs category has been removed
- Many unused, unpublished, and deprecated doc pages were removed
- Archived patch notes from 2017, 2018, 2019, and 2020 have been collapsed into single pages

3/3

eternal flame
#

Hello <@&503009384968749076> testers! We've got an update for 2022.1.2 today. We're now on build 1183.

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.03.10.14.12_Public.unitypackage
No updates for the Worlds SDK.

Important SDK Note:
Right now, the VRCSDK compiles shader variants for Mono and Single-Pass Stereo. Further upgrades to Unity require variants for Single-Pass Stereo Instanced, which aren't currently compiled and don't exist for uploaded content. From now on, the SDK will also compile variants for SPS-I to make future upgrades easier/possible. This is not the only measure being taken to help with future upgrades, but is still an important step.

Creators: If you see shader errors after building content in the SDK now, it's because you're using shaders that don't properly support SPS-I. The content will still function correctly in VRChat if those errors appear, but please reach out to shader authors to make sure these errors are fixed!

Shader Authors: Please refer to this Unity documentation page (https://docs.unity3d.com/Manual/SinglePassInstancing.html) for instructions on properly supporting SPS-I. Please do this as soon as possible and encourage upgrades to fixed shader versions. One specific fix is worth mentioning, _CameraDepthTexture must use UNITY_DECLARE_DEPTH_TEXTURE(_CameraDepthTexture); instead of sampler2D.

--

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed. Talking about it in Discord doesn't count.

This release is available for Steam, Oculus PC and Oculus Quest!

You can check the full release notes here! https://docs.vrchat.com/v2022.1.2/docs/latest-release

# Client
## Changes since last Open Beta build
- Fixed turning speed issues
- Fixed an issue with how we handled curves in PhysBone chains, which should improve behavior on the final bone in the chain when using curves
- Fixed an issue with PhysBones jittering on grab or pose.
- Fixed an issue where PhysBones that were animated would animate out of your hand when grabbed. Now, when a bone is grabbed or posed, animation updates will no longer run on parents of that bone in the chain. Children of that bone will still run their animation evaluation, though!
- Fixed an issue where animating a branching bone (one parent to multiple children) would cause that root bone to not be affected by animation
- If an avatar has defined a VRChat built-in parameter, an error will be printed to log and the avatar's definition of that parameter will be ignored
- If an avatar re-defines an already-defined parameter, an error is printed to log and only the first definition is used
- Fixed issues with nameplate transparency not being applied to "handshake" icon
- Improvements to the "handshake" icon to be clearer whose hand is whose, and reversed so local hand is on right side

# SDK
## Changes since last Open Beta build
- **DB to PB Conversion was added into Unity menu.** `VRChat SDK/Utilities/Convert DynamicBones to PhysBones`.  Must select avatar for this to work
- Avatar parameters are checked for validity before creating the array of parameters
- Fixed endpoint conversion issue when converting from Dynamic Bones to PhysBones in Editor and at runtime, but it was way more apparent in editor so we'll put it down here in SDK changes
- Fixed some outdated parameters on the example Avatar Dynamics avatar. BTW, did you know we had an example Avatar Dynamics avatar?! It's available in the SDK: `VRCSDK\Examples3\Dynamics\Robot Avatar`
slate heart
#

If you import the newest Avatar Dynamics SDK on top of an old one, you'll likely see some errors. To fix them delete the specific file: Assets\VRCSDK\SDK3A\Editor\PhysboneMigration.cs.

eternal flame
#

Hey <@&503009384968749076> testers! Our testing for the VRChat IK-Beta continues as we've got a patch today! We're on VRChat 2022.1.1p2, build 11711 now. This does not impact the ongoing Avatar Dynamics Beta, which you can read about above.

This beta is only available on Steam for now and is network-compatible with live.

How do you access the Open Beta?
The process to access the Open Beta is the same as before! You can subscribe to the IK-Beta on Steam the same way you'd access the normal Open Beta. No password, it should just be available in the list. Check #open-beta-info for instructions on how to opt-in to Steam betas. Short version-- right click VRChat, click Properties, go to the Beta tab.

It's been a little while since the last patch, but we've been continuously iterating on improvements through internal testing and with the help of all the feedback that testers have shared. This update includes some of those changes.

Please note: This patch does not add specific improvements for 8 or 10-point tracking. We've still got larger changes cooking and we'll share more details on them when they're ready to test. As usual, please reset your User Real Height to your IRL height before beginning any testing.

We've got a dedicated chat channel for this test: #ik-2

Please provide your feedback and bug reports in this dedicated Feedback board: https://feedback.vrchat.com/vrchat-ik-20

## Changes since last Open Beta build
- Measure-by-arm now uses the old legacy scale factor
- Improvements to elbow positioning during hands-on-hip and hands-near-shoulder poses
- Further improvements and tuning to elbow clip avoidance
- Increased shoulder motion range depending on upper arm angle
- Default base animations in full-body tracking now allow more vertical locomotion movement
- Default base animations in full-body tracking no longer cause odd toe bending when crouching
- AV3 Tracking Control for head should no longer be limited when hip is set to animated - those who had issues with this, please test it again and let us know how it goes!
- Lock-All Mode will now bend slightly more at the chest
eternal flame
#

Hey again, Open Beta testers! This is a non-pinging announcement as we've got a small update today to the IK-Beta. We're on version 2022.1.1p2, build 11712 now. This does not impact the ongoing Avatar Dynamics Beta, which you can read about in previous posts.

This beta is only available on Steam for now and is network-compatible with live.

We've got a dedicated chat channel for this test: #ik-2

Please provide your feedback and bug reports in this dedicated Feedback board: https://feedback.vrchat.com/vrchat-ik-20

## Changes since last Open Beta build
- Improvements to elbow direction to make it less dependent on rig setup
eternal flame
#

Hello <@&503009384968749076> testers! We've got an update for 2022.1.2 today. We're now on build 1184.

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.03.18.16.13_Public.unitypackage
No updates for the Worlds SDK.

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed. Talking about it in Discord doesn't count.

This release is available for Steam, Oculus PC and Oculus Quest!

You can check the full release notes here! https://docs.vrchat.com/v2022.1.2/docs/latest-release

# Client
## Changes since last Open Beta build
- Added a new button to the Quick Menu dashboard for setting Avatar Interaction, replacing the Emotes button
- Added callouts in the Quick Menu to Interactions Settings
- Avatar Interaction permission now defaults to Everybody instead of Friends
- Interaction icons on nameplates now only show when the Quick Menu is open
- Changed interaction icon to a single hand, which will only indicate if that user is allowing you to interact with their avatar
- Fixed issue with resetting avatar disconnecting PhysBones from avatar
- Fixed issue with log errors when PhysBone debug view is open
- Fixed issues with DB to PB conversion when DB was placed on humanoid bones
- Fixed / enabled animation on DB to PB converted bones
- PhysBone stats now show in the Main Menu's Avatar Stats window
- Fixed issue with PhysBone colliders attached on or child of the head bone
- Fixed issue with grabbing and turning off a PhysBone component which resulted in improper bone lengths

# SDK
## Changes since last Open Beta build
- Fixed Left / Right foot colliders being swapped
- Colliders on the `VRCAvatarDescriptor` now have an individual mirroring option
- Added performance warning when turning IsAnimated on a VRCPhysBone component
weak raft
#

By the way! If you're testing the Open Beta on the Meta Quest, please note that due to the way Meta's beta system works (aka: a bug), you may not be able to opt-out of the beta properly.

To get back out of the Beta on the Meta Quest, select the LIVE version in application details, then uninstall and reinstall VRChat.

eternal flame
#

Hey <@&503009384968749076> testers! We've got an exciting update today to the IK-Beta that includes some changes and implements shoulder tracking using data from your arm trackers! We're on version 2022.1.1p3 now, build 11721.

This beta is only available on Steam and is network-compatible with live. This does not impact the ongoing Avatar Dynamics Beta, which you can read about in previous posts.

We've got a dedicated chat channel for this test: #ik-2

Please provide your feedback and bug reports in this dedicated Feedback board: https://feedback.vrchat.com/vrchat-ik-20

# Client
## Changes since last IK Beta build
- Fixed legacy autostep blending
- Added --custom-arm-ratio="0.4537" launch option. "0.4537" is default, "0.415" will approximate previous beta arm scale
- Implemented shoulder tracking using 8pt (or 10pt) arm tracking. To get this to work properly, you **must** wear your arm trackers above your elbows. Try it out and let us know what you think!
eternal flame
#

We've had some questions asking for clarification on the new tracking feature that utilizes your arm tracker to track your shoulder, so we thought it'd be important to clear this up to avoid any confusion!

A single arm tracker can now supply tracking information for the upper-arm, tracking the joints on both ends of that bone (the elbow and shoulder) simultaneously. That's why it's extra important to wear your arm tracker between the elbow and the shoulder (on the upper arm).

In other words, a single elbow tracker can now serve as both an elbow & shoulder tracker and must be positioned correctly.

eternal flame
#

Hello <@&503009384968749076> testers! We've got an update for the IK-Beta today. We're on 2022.1.1p4 now, build 11731. This update does not affect the ongoing Avatar Dynamics beta which you can read above in previous posts.

This beta is only available on Steam and is network-compatible with live.

We've got a dedicated chat channel for this test: #ik-2

Please provide your feedback and bug reports in this dedicated Feedback board: https://feedback.vrchat.com/vrchat-ik-20

# Client
## Changes since last IK Beta build
- Improved shoulder tracking results when using an arm tracker (8/10pt)
- Improved some cases of odd elbow poses (3/4/6pt)
- Added --disable-shoulder-tracking launch option. Use this to avoid issues with some types of IMU-only based arm trackers.
eternal flame
#

Hello <@&503009384968749076> testers! We've got an update for 2022.1.2 today. We're now on build 1185. This update does not affect the ongoing IK-Beta.

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.03.29.16.39_Public.unitypackage
No updates for the Worlds SDK.

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed. Talking about it in Discord doesn't count.

This release is available for Steam, Oculus PC and Meta Quest!

You can check the full release notes here! https://docs.vrchat.com/v2022.1.2/docs/latest-release

# Client
## Changes, Improvements, and Fixes
- Fixed issue where everyone in the instance would T-Pose when a new person joins
- Fixed issue with logging that was breaking avatar load
- Disabled Contacts on the Main Menu avatar preview
- Safety and Security fixes

# SDK
## Changes, Improvements, and Fixes
- Added inside colliders to PhysBones, including automatic conversion support
- Fixed avatar performance stats for quest which was using PC values
- Fixed SPS-I rendering for built-in Mobile-ToonLit shader
- Fixed console errors when clicking in the SDK's game view
- Fixed issue of some VRCPhysBoneCollider's not updating values while in play mode
- Fixed movement error with VRCPhysBone's maxAngle, usually seen when using small values
- Avatars with no finger bones defined will now create hand colliders
eternal flame
#

Hello <@&503009384968749076> testers! We've got an update for 2022.1.2 today. We're now on build 1186. This update does not affect the ongoing IK-Beta.

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.04.02.00.45_Public.unitypackage
No updates for the Worlds SDK.

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed. Talking about it in Discord doesn't count.

This release is available for Steam, Oculus PC and Meta Quest!

You can check the full release notes here! https://docs.vrchat.com/v2022.1.2/docs/latest-release

# Client
## Changes, Improvements, and Fixes
- Favorites have been fully refactored under-the-hood to be more responsive and stable. This should hopefully solve most (if not all) of the Favorites bugs we've seen!

## Known Issues
**These are bugs that we know about already, and plan on addressing before leaving Open Beta.**
- World Favorite Rows may have paging issues on Quest

# SDK
## Changes, Improvements, and Fixes
- Contacts will now accept a parameter and send an according value instead of requiring the use of a float
weak raft
#

Hello <@&503009384968749076> testers! We've got an update for 2022.1.2 today. We're now on build 1187. This update does not affect the ongoing IK 2.0 Beta.

Notably, several changes in this Open Beta are breaking changes. If you've been working on avatars with PhysBones or other Avatar Dynamics features, you may have to update your SDK and reupload! We're trying to get these out of the way before release, obviously. No promises if this is the last breaking change before release, but it probably is.

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.04.08.17.32_Public.unitypackage
No updates for the World SDK.

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed. Talking about it in Discord doesn't count.

This release is available for Steam, Oculus PC and Meta Quest!

You can check the full release notes here! https://docs.vrchat.com/v2022.1.2/docs/latest-release

#
# Client
## Changes, Improvements, and Fixes
- **Added Per-User Avatar Dynamics permissions!**
  - The Avatar Dynamics button has replaced the Emoji button in the launchpad. It pauses all AD interactions now instead of cycling through global settings
  - Added an interaction play / pause button in the Quick Menu settings
  - Added per-user controls to the Quick Menu when selecting a user to override global setting. It is a three-way toggle, similar to the Show Avatar control
- **Increased "Good" Avatar Performance Rank limits for PhysBones** (32 -> 64 Transforms and 64 -> 128 Collision Checks)
- Fixed issue where some Main Menu thumbnail lists (ex. World Favorites) wouldn't show all results
- Fixed an issue that caused OSC to stop working if you change avatars while sending a lot of OSC data

# SDK
## Changes, Improvements, and Fixes
- Fixed issues where very small bones or bones scaled to very small sizes would jitter uncontrollably
- **Angle Limits have been reworked! This is a breaking change.** If you used Angle Limits before then you must reupload.
  - **Angle Limit Type** is now an option! You can choose between None, Angle, Hinge, and Polar.
  - Added the Polar limit type which calculates limits using polar coordinates
  - Added rotation for all angle types
  - No more Freeze Axis options, as they're unneeded with these new options
- In previous betas, PhysBones ignored the additional children of parent bones that had more than one child. This was due to how virtual endpoints were generated for parent bones.† To address this, we have changed the default, and added some options for creators to decide how this is handled
  - Under the Transforms section of the component, we've added the "Multi Child Type" option
    - **Average** is the new default for both new PB and converted DB. It averages the position of each child bone, and uses that average as the endpoint of the parent bone. This was chosen as the default for conversions as it most closely matches DB's behavior. It isn't EXACTLY the same, however, so you will still run into cases where a manual DB -> PB conversion is required
    - **First** is another new mode. It takes the position of the first child bone in the hierarchy as the endpoint for the parent bone.
    - **Ignore** is the previous mode, where child transforms beyond the first child are ignored.

## Known Issues
- When uploading avatars, you cannot create a new avatar ID on upload-- you must update an existing ID. If you need a new ID to upload to, you can use a project with the Live SDK to create a placeholder avatar, and then write over that avatar with the Beta SDK. We found the cause like 2 minutes before we went to push the builds so we'll have a fix for you next time!
- When selecting yourself from the Here menu, you can set your own AD permissions. This doesn't do anything! Except spam errors into the log. It does do that
- Multi-Child bones using the Average Multi Child Type lock to the parent when grabbed

†To be more specific, Unity doesn't have the concept of a "bone length" like Blender does. PhysBones must know the length of the bone, however, because we need to know where the child bone "hangs" from. If you simply use the head of the parent bone or one of the children, you could end up with undesired behavior. This is why a virtual endpoint must be generated. Average should cover the majority of use cases, and it closely approximates what Dynamic Bones does. If you really want to tweak behavior and movement, you can try out the other modes.
slate heart
weak raft
#

Hi <@&503009384968749076> testers!! Another update for you this week! This is build 1188. It isn't exactly a release candidate, but......................... 🙂

ANYhow, test it out! We've got some interesting new stuff this time around, so please read these patch notes.

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.04.14.17.35_Public.unitypackage
No updates for the World SDK.

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed. Talking about it in Discord doesn't count (but it can be helpful to track things down, just don't forget to file a Feedback post plzzzz)

This release is available for Steam, Oculus PC and Meta Quest!

You can check the full release notes here! https://docs.vrchat.com/v2022.1.2/docs/latest-release

#
# Client

## Since last Open Beta build:

### Fixes
- Fixed an issue where OSC output wouldn't reflect when Contacts changed a parameter value. We actually fixed this last build but forgot to tell you. Oops.
- Fixed an issue where you couldn't remove favorite worlds and avatars that had been set to private
- Fixed some missing menu audio
- Fixed an issue where favorites weren't resetting properly after logging out and back in
- Fixed an issue where avatar colliders could be left behind floating in the world after you changed avatar 👻
- Applied some fixes that should help resolve audio sources (including player voices) coming from incorrect locations. It's that dang audio bug again. 
- Adjusted the UI for the Pause Interactions function when selecting a user

# SDK

## Since last Open Beta build:

### Improvements
- Added "Integration Type" to the Forces section of PhysBones configuration! You can choose between "Simplified" and "Advanced".
  - These modes behave differently, but the best way to describe it is that certain kinds of motion may require using a specific Integration Type. Generally speaking, Advanced mode can allow for more precise control over how PhysBones behaves, but can also result in more unstable configurations
  - "Simplified" mode has controls for adjusting Spring, as it did previously
  - However, "Advanced" mode changes Spring to Momentum and Stiffness
  - By default, Dynamic Bone conversions use Advanced mode, as we're able to more precisely match DB behavior with the Advanced integration method
- Added Gravity Falloff control to PhysBones!
  - The value is a float, 0.0 to 1.0. It controls how much Gravity is removed while in the rest position. A value of 1.0 means that Gravity will not affect the bone while in rest position at all.
  - This allows you to have the effects of gravity when the bone is rotated off the initial position without affecting the bone's rest state
  - I stole this from Phasedragon: "Generally, the way to use this parameter is that if your hair is modeled as already being in the rest pose you want as affected by normal gravity, you can use 1.0 gravity falloff. If your hair is modeled 45 degrees straight out and you want it to be affected by gravity enough to have a nice curve but not completely straight out or completely straight down, the slider allows you to fiddle with it and use like 0.5-0.8 to only have a little bit of gravity at rest pose." Thanks Phase!

### Changes
- The default PhysBone multi-child behavior has been reverted back to "Ignore" for new components as well as DB conversions
- Updated the names of PhysBone limit rotation axes to "Pitch", "Roll", and "Yaw" instead of the significantly-less-helpful X, Y, and Z
- Changed the default capsule size to 2, so its apparent upon selecting "capsule" that it's... you know, a capsule

### Fixes
- Fixed an issue where the SDK wouldn't let you upload to a new avatar ID. This was _also_ fixed in a previous SDK but hey, just letting you know
weak raft
#

Hello <@&503009384968749076> testers! Guess what?! It's Avatar Dynamics Release Candidate time!! We're now on build 1189!

That means we're planning to release within the next day or so, if nothing goes wrong! If no major bugs are reported, then this build is the build that will go to Live. In short... test it out!

More than ever, remember that if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed. Talking about it in Discord doesn't count (but it can be helpful to track things down, just don't forget to file a Feedback post plzzzz)

All bugs and feedback should be posted here: https://feedback.vrchat.com/open-beta

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.04.20.16.27_Public.unitypackage
SDK - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2022.04.20.16.26_Public.unitypackage

The legacy SDK2 package has received a maintenance update. The only change is enabling SPS-I shader compilation as described in previous announcements. No other changes were made. If you are still using the legacy SDK2 package, please migrate to the main-line SDK as soon as possible!
Legacy SDK2: https://files.vrchat.cloud/sdk/VRCSDK2-2022.04.20.16.27_Public.unitypackage

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

This release is available for Steam, Oculus PC and Meta Quest!

You can check the full release notes here! https://docs.vrchat.com/v2022.1.2/docs/latest-release

# Client

## Changes
- PhysBones is now part of the Minimum Displayed Performance Rank system, and will now be disabled for any avatars that exceed the set rank if they pass the limits for the Rank set
  - If an avatar exceeds the set Minimum Rank due to PhysBones, all PhysBones systems will be removed from that avatar 
  - Additionally, on the Quest, **PhysBones components will be removed if they exceed the Very Poor limits, even if you click "Show Avatar"**
  - This means that **the Oculus Quest has a hard PhysBone limit** at these values: >8 components, >64 transforms, >16 colliders, >64 collision checks

## Changes since last Open Beta
- Adjusted the method for automatic head collider generation so its more accurate
- Fixed collision check counts for colliders when used by multiple PhysBones components
- Fixed Contact counts being incorrect on the Main Menu avatar details page
- Additional changes to make favorites more stable
- Fixed a bug in the auto-conversion process when using a curve on stiffness that caused inverted values
- Fixed collision check count to respect multi-child types

# SDK

## Changes
- Added warnings in the SDK when building Android assets when Avatar Dynamics components exceed Very Poor limits to inform the author that the components will be removed at runtime

## Changes since last Open Beta
- Expanded the limit rotation curve range (from `0 to 1` to `-1 to 1`)
- Fixed contacts being shown as Cloth in the SDK perf stats
weak raft
#

Hello <@&503009384968749076> testers! Here's an update for the IK 2.0 Beta! We're on 2022.1.1p5 as the base now, build 11748.

This beta is only available on Steam and is network-compatible with live. This does not impact the ongoing Avatar Dynamics Beta, which you can read about in previous posts.

We've got a dedicated chat channel for this test: #ik-2

This patch represents a major rework to how our IK system interacts with trackers. As such, it's expected that more bugs may appear. Please make use of our IK 2.0 feedback board at https://feedback.vrchat.com/vrchat-ik-20 to report any issue you discover. Please include the build number (found in the quick menu) in your post title. Currently it's [11748].

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed! Talking about it in Discord doesn't count. https://feedback.vrchat.com/vrchat-ik-20

# Client

# Features
- **Added Calibration saving!** 
  - After calibrating once, your calibration is saved for **all avatars**
  - When switching to a new avatar, the calibrated set of trackers is proportionally remapped to that avatar and you do not have to calibrate again
  - In general, you should be able to calibrate a single time per session, and switch avatars endlessly!
- **New tracking point supported: we've got chest tracking!** 
  - This brings the maximum tracking points supported by VRChat up to 11pt tracking
  - Chest tracking will twist the chest based on your tracker's rotation
  - However, when you use the "lock all" IK option, the chest will use both tracker rotation and position
- **Per-tracker IK combinations!** It's now possible to mix and match most combinations of tracker locations! 
  - For example, if you have only two trackers and would like to track just your elbows without your lower body, that's now possible
  - Asymmetric tracking is also supported: with just a single tracker you could track just your left foot if you choose
  - Asymmetric combinations such as just your right foot and just your left elbow are possible
  - If a tracker disconnects or is turned off, the per-tracker IK will readjust to mix and match tracking and IK for whichever trackers are still available
  - If that tracker is later powered on again, tracking will be restored with the previous calibration intact (even if this happened after switching avatars!)

# Improvements
- **Full body users will now start up in 3pt (head and hands) IK rather than stuck in a TPose**
 - To enable full body, users must manually press the calibrate button in the quick menu to start the calibration processes
- **Calibration now ignores trackers unreasonably far from the body during calibration**
  - In other words, it's possible to have trackers powered on without them being forced into the VRChat calibration process
- **Added the --calibration-range="0.3" launch option**. This determines the distance from predicted supported binding points that the calibration will search (in meters) 
  - The default value is 0.3, corresponding to a 30cm radius sphere around possible binding points
  - Supported binding points are: feet, thighs, hip, upper arms, and chest
- Calibration now ignores trackers located precisely at coordinates (0,0,0) to prevent binding to some trackers that will appear there in SteamVR when powered on but not tracking
- Users will no longer lose tracking when opening the SteamVR overlay


# Fixes
- Fixed an issue where tracker binding would shuffle between different trackers when a tracker loses connection
weak raft
#

Hi <@&503009384968749076> people! Oh. I guess it's just y'all IK beta testers. Heyyyyyy what's up????

As you probably noticed the channel above you looks pretty quiet. Avatar Dynamics launched! As such, we've brought the IK 2.0 Beta up to date with Live. Hop on and test out how they mash up!

The IK 2.0 Beta is now on build 11901 and is synced with Live! There's no changes except to merge it with Live.

This beta is only available on Steam and is network-compatible with live.

Please ensure you are still using the IK 2.0 Feedback board for bug reports!

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed! Talking about it in Discord doesn't count. https://feedback.vrchat.com/vrchat-ik-20

eternal flame
#

Hello <@&503009384968749076> testers! We've got a small update for the IK-Beta today. We're on 2022.1.2p1, build 11902.

This beta is only available on Steam and is network-compatible with live.

Please ensure you are still using the IK 2.0 Feedback board for bug reports!

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed! Talking about it in Discord doesn't count. https://feedback.vrchat.com/vrchat-ik-20

# Client
## Changes since last IK Beta build
- Fixed an issue with per-user Avatar Dynamics permission buttons not appearing in the UI
eternal flame
#

Hello <@&503009384968749076> testers! We've got more improvements to share and have an update for the IK-Beta today. We're on 2022.1.2p3, build 11921 now.

This beta is only available on Steam and is network-compatible with live.

Please ensure you are still using the IK 2.0 Feedback board for bug reports!

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed! Talking about it in Discord doesn't count. https://feedback.vrchat.com/vrchat-ik-20

# Client
## Changes since last IK Beta build
 - Fixed an issue that prevented some taller users from calibrating their feet due to their height
 - Fixed an issue that prevented the neck from bending in lock-hip mode
 - Slight tuning to shoulder movement for both tracked and untracked shoulders
eternal flame
#

Hello <@&503009384968749076> testers! We've got an update to the IK-Beta today. We're on 2022.1.2p3, build 11922 now.

This beta is only available on Steam and is network-compatible with live.

Please ensure you are still using the IK 2.0 Feedback board for bug reports!

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed! Talking about it in Discord doesn't count. https://feedback.vrchat.com/vrchat-ik-20

# Client
## Changes since last IK Beta build
 - Avatars are no longer forced to reload right after calibration
 - Speedier initiation of tracking after calibration
 - Fixed Holoport locomotion behavior for IK2.0
 - Fixed an issue causing jitter in legacy mode
eternal flame
#

Hello <@&503009384968749076> testers! We've got an update to the IK-Beta today that includes some fixes and a new logging method to help us with feedback during the IK-Beta. We're on 2022.1.2p4, build 11942 now.

This beta is only available on Steam and is network-compatible with live.

Please ensure you are still using the IK 2.0 Feedback board for bug reports!

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed! Talking about it in Discord doesn't count. https://feedback.vrchat.com/vrchat-ik-20

# Client
## Changes since last IK Beta build
 - Added the --enable-ik-debug-logging launch argument - use this when providing us with logs and feedback during the Beta period!
 - Fixed auto-footstep behavior for immobilized avatars
 - Fixed an issue which sometimes caused misalignment during calibration
eternal flame
#

Hello <@&503009384968749076> testers! We've got an update to the IK-Beta today that includes some additional fixes and improvements. We're on 2022.1.2p4, build 11944 now.

This beta is only available on Steam and is network-compatible with live.

Please ensure you are still using the IK 2.0 Feedback board for bug reports!

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed! Talking about it in Discord doesn't count. https://feedback.vrchat.com/vrchat-ik-20

# Client
## Changes since last IK Beta build
 - If you use a custom AV3 IKPose, it will now affect the knee bend direction that is predicted based on foot orientation when not using knee trackers
 - The AV3 TrackingType parameter will now update depending on per-tracker-ik status. For now this still only uses the old 6-point system and the goal is keeping compatibility with existing custom animators. When both feet are tracked, TrackingType will be 6. If one or more foot is not tracked, but a chest or hip tracker is active, TrackingType will be 4. Otherwise TrackingType will be 3. (There are no changes to the rare cases that can still cause TrackingType to be 0, 1, or 2. See https://docs.vrchat.com/docs/animator-parameters#trackingtype-parameter for details on those situations)
 - Fixed an issue where some taller users would sometimes experience hip misalignment
 - Fixed an issue where unchecking the "Use Auto Footstep" avatar descriptor checkbox had no effect
 - Fixed odd knee angle during walking animations while using knee trackers
eternal flame
#

Hello <@&503009384968749076> testers! We've got an update to the IK-Beta today that includes some additional fixes and improvements. We're on 2022.1.2p4, build 11946 now.

This beta is only available on Steam and is network-compatible with live.

Please ensure you are still using the IK 2.0 Feedback board for bug reports!

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed! Talking about it in Discord doesn't count. https://feedback.vrchat.com/vrchat-ik-20

# Client
## Changes since last IK Beta build
 - Added the --freeze-tracking-on-disconnect launch option. Enabling this will cause trackers to freeze in place relative to the player when they are disconnected. To remove frozen trackers you can calibrate again. If all your trackers have disconnected so the calibration option is no longer visible, cycling the Avatar Measurement option will also unfreeze them
 - Increased the default calibration range from 0.3m to 0.6m. As usual this is adjustable via the --calibration-range="0.6" launch option
 - Further minor fixes to auto footstep blending
 - Slight adjustment to how knee direction is predicted from foot orientation. This may slightly improve behavior for avatars with shorter legs
 - For the remainder of IK2.0's beta period the --enable-ik-debug-logging option will be forced on. After IK2.0's release it will still be available via the launch option
weak raft
#

Hello <@&503009384968749076> testers!

It's time! It's finally time! IK 2.0 is now in Open Beta, along with some other surprises... This is VRChat 2022.2.1, build 1197. Ya better read those patch notes carefully, it's a BIG ONE.

Introducing VRChat IK 2.0! We've completely revamped the IK system, improving every aspect of tracking in VRChat.

This update includes a huge upgrade for our IK system that's been in a compatible-with-Live beta for a long time. Thanks to the amazing feedback from our Full Body Tracking community, we've managed to fine-tune our IK system into a best-in-class tracking system. Everyone benefits from these changes, not just full-body tracking users!

In addition, we've made tons of other improvements along the way, including doubling the amount of avatar parameter space available, increasing the sync rate of avatar parameters for desktop users, a significant boost to PhysBones performance, big improvements to our input system (that should help us net that vaunted "Steam Deck Verified" checkmark, c'mon Gabe!), and more!

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.05.12.23.07_Public.unitypackage
SDK - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2022.05.12.23.07_Public.unitypackage

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

IMPORTANT STUFF HEY READ THIS PART OR ELSE
Before you ask, no, the live-compatible IK beta is not going away. HOWEVER, because we're leaving it up, we need you to do us a favor. Please run through worlds and avatars on this Open Beta branch in particular. Really test it out! A lot of stuff changed other than IK 2.0 and it might cause problems. We want you to find them.

If you had previously set a height that differs from your actual real-life height, please enter your actual height before giving feedback or submitting bug reports regarding the IK!

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed. Talking about it in Discord doesn't count (but it can be helpful to track things down, just don't forget to file a Feedback post plzzzz)

This beta is available for Steam, Oculus PC and Meta Quest!

You can check the full release notes here! https://docs.vrchat.com/v2022.2.1/docs/latest-release

#
## Features
- Added support for **up to 11 points of tracking!**
  - The newly supported tracking points are: **chest, knees, and upper arms**
  - Chest tracking will twist the chest based on your tracker's rotation
  - However, when you use the "lock all" IK option, the chest will use both tracker rotation and position
  - For upper arms, a single tracker simultaneously controls the elbow and shoulder. **To use shoulder tracking, you must wear your tracker above your elbow!**
- Implemented **Per-tracker IK combinations!** It's now possible to mix and match most combinations of tracker locations! 
  - For example, if you have only two trackers and would like to track just your elbows without your lower body, that's now possible
  - Asymmetric tracking is also supported: with just a single tracker you could track just your left foot if you choose
  - Asymmetric combinations such as just your right foot and just your left elbow are possible
  - If a tracker disconnects or is turned off, the per-tracker IK will readjust to mix and match tracking and IK for whichever trackers are still available
  - If that tracker is later powered on again, tracking will be restored with the previous calibration intact (even if this happens after switching avatars!)
- Users without elbow tracking (including non-full-body PC and Quest users) can enjoy **automatic prevention of elbows clipping** through the avatar's torso.
- Full body users have **new configuration options for FBT in the QM settings tab.**
  - **Lock-hip option**: This option prioritizes hip tracking, allowing the head to drift slightly to avoid odd neck or spine crunching.
  - **Lock-head option**: This option prioritizes head tracking *ensuring no view-point drift*, but allowing the hip to drift slightly to avoid odd neck or spine crunching.
  - **Lock-all option**: This option strictly enforces both head and hip tracking. If the trackers get close together the spine will bend in any way necessary to have both align simultaneously. Depending on your avatar's rig, this might cause odd posture. This option works best with a chest tracker
- Added a toggle to measure avatar scale by either arm-span or by height. The default is to measure by arms, switching this to measure by height can give an improved fit for avatars in full body
- A legacy IK toggle is available in the quick menu to restore old IK solving behavior. This does not revert calibration and tracker changes. Eventually this legacy toggle may be removed.
- **Implemented Calibration saving!** 
  - **After calibrating once, your calibration is saved for all avatars**
  - When switching to a new avatar, the calibrated set of trackers is proportionally remapped to that avatar and you do not have to calibrate again
  - In general, you should be able to calibrate a single time per session, and switch avatars endlessly!
- **Full body users will now start up in 3pt (head and hands) IK rather than stuck in a TPose**
- **Calibration now ignores trackers unreasonably far from the body during calibration**
  - In other words, it's possible to have trackers powered on without them being forced into the VRChat calibration process
  - Calibration now ignores trackers located precisely at coordinates (0,0,0) to prevent binding to some trackers that will appear there in SteamVR when powered on but not tracking
 - To enable full body, users must manually press the calibrate button in the quick menu to start the calibration processes
#
 - The AV3 TrackingType parameter will now update depending on per-tracker-ik status. For now this still only uses the old 6-point system and the goal is keeping compatibility with existing custom animators. When both feet are tracked, TrackingType will be 6. If one or more foot is not tracked, but a chest or hip tracker is active, TrackingType will be 4. Otherwise TrackingType will be 3. (There are no changes to the rare cases that can still cause TrackingType to be 0, 1, or 2. See <https://docs.vrchat.com/docs/animator-parameters#trackingtype-parameter> for details on those situations)
- Added a bunch of launch options for customization of IK 2.0 features. These launch options may later be integrated into the UI, but for now we've added them here
  - **`--custom-arm-ratio="0.4537"`** - Adjusts the ratio used to scale the avatar when using measure-by-arms mode.  "0.4537" is default, smaller values around "0.415" may give improved fit.
  - **`--disable-shoulder-tracking`** - Use this to avoid issues with some types of IMU-only based arm trackers
  - **`--enable-ik-debug-logging`** - Adds additional output to the log regarding IK. Use this when reporting bugs or issues with IK
  - **`--calibration-range="0.6"`** -  Determines the distance from predicted supported binding points that the calibration will search (in meters). The default value defines a `0.6` meter (`60` cm) sphere. This applies to feet, thighs, hip, upper arms, and chest trackers
  - **`--freeze-tracking-on-disconnect`** - . Enabling this will cause trackers to freeze in place relative to the player when they are disconnected. To remove frozen trackers you can calibrate again. If all your trackers have disconnected so the calibration option is no longer visible, cycling the Avatar Measurement option will also unfreeze them
- **Significant adjustments and improvements have been made to input in VRChat!**
  - Gamepad, keyboard and mouse input now goes through the Unity Input System
  - Gamepad input has been brought up to feature parity with Keyboard and Mouse
  - Action Menu Support has been added to Gamepads
  - Implemented a new mapping scheme for Gamepads
  - Thumbstick vertical look is no longer affected by framerate
  - Implemented virtual, stick-controlled mouse cursor to navigate menus
  - Implemented support for the "Player Select" system
  - Implemented support for various controller schemes (PS3, PS4, PS5, Switch Pro, Xbox, Steam Controller, Steam Deck and more!)
  - Tooltip icon prompts are now based on the button mapped to that action and based on which controller is connected
  - Implemented object rotation using middle-click followed by mouse movement
  - Implemented the Steam Deck on-screen keyboard in menus that require typing
#
## Changes, Improvements, and Fixes
- PhysBones have received a **significant performance improvement!**
- **Max avatar parameter memory space has been doubled from 128 to 256 bits!**
- Avatar Parameters are now updated in Desktop Mode as quickly as they are in VR
- Various fixes and improvements to internal memory management processes
- Fixed issues with upper body positional desync on some setups in FBT
- Added/refined support for upper-chest humanoid bone in FBT
- Fixed calibration binding causing tilted angles at the hips on some rigs in FBT
- Fixed issues with chest rotation when the user lies down in FBT
- Fixed issues with chest rotation when the user spins quickly in FBT
- Fixed issues with chest rotation when the user turns upside-down in FBT
- Fixed an issue where tracker binding would shuffle between different trackers when a tracker loses connection
- Default base standing animations in full-body tracking no longer cause odd toe bending when crouching
- Improved anatomical modeling of shoulder bone motion. Avatars with long shoulder bones should now look much better than previously
- Reaching beyond the avatar's arm length no longer causes the torso to be pulled to rotate or lean towards the hands
- Users will no longer lose tracking when opening the SteamVR overlay
- Improved Force Rejoin behavior after waking Steam Deck from sleep mode
- Fixed an issue where the Quick Menu button to add the current world to a Playlist wasn't working properly
- Fixed an issue where PhysBones would vibrate unintentionally due to issues with high framerates

## Known Issues
- Using video players in Desktop Mode during some specific cases will cause a crash

# SDK

## Changes, Improvements, and Fixes
- **Max avatar parameter memory space has been doubled from 128 to 256 bits!** So good we listed it twice.
- OSC debug console has been doubled to match the increase to 256 bits
- Added height back to the PhysBone Collider Capsule shape type
- Fixed a NullReferenceException related to serialization
- Fixed object and player grouping not working as intended, along with some improvements
- Fixed SyncPhysics issues with syncing Gravity / Kinematic and coming out of sleep
- Significantly reduced the amount of allocations in Udon Sync
- Arrays having entries change no longer cause an OnVariableChanged event
- Array references are no longer invalidated on Sync
weak raft
#

Hello <@&503009384968749076> testers! New build out! VRChat 2022.2.1 is now on build 1198.

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.05.18.09.50_Public.unitypackage
SDK - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2022.05.18.09.50_Public.unitypackage

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

See these previous posts for more information on the Open Beta:
Build 1197: #open-beta-announcements message

# Client

## Changes, Fixes and Improvements since the previous build
- Fixed: QM text was incorrectly set to bold
- Fixed: Hide Invite Photos label had overlap incorrectly
- Fixed: video players were causing hard crashes 
- Fixed: Not all avatar parameters were being synced correctly
- Fixed: Changing values on a synced array without changing the length failed to sync most of the values
- Input
  - Re-implemented missing AFK button for keyboard and gamepad, Ctrl-H shortcut to toggle HUD
  - Fixed multiple scrolling-related issues
  - Fixed horizontal scroll being inverted
  - Fixed lack of scrolling with left VR controller, WASD
  - Disabled middle-click item rotation if not holding a pickup

## New Fixes, Changes, and Improvements
- Avatar Dynamics: Fixed an issue where the left and right foot was swapped in avatar setup
weak raft
#

Hello <@&503009384968749076> testers! Here's a new ik-beta build. It isn't out on the Open Beta yet. IK Beta is on build 119413, and it has one change.

As a reminder, the ik-beta branch works with Live, so give it a shot over the weekend (if you've got arm trackers) and tell us what you think!

This beta is only available on Steam and is network-compatible with live.

Please ensure you are still using the IK 2.0 Feedback board for bug reports!

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards,** you haven't reported it and it will not be fixed or addressed! **Talking about it in Discord doesn't count. https://feedback.vrchat.com/vrchat-ik-20

- Shoulder tracking should be more stable and expressive on a wider range of avatars

eternal flame
#

Hello <@&503009384968749076> testers! We've got another small update to the IK-Beta today. We're on 2022.1.2p4, build 119414 now.

This beta is only available on Steam and is network-compatible with live.

Please ensure you are still using the IK 2.0 Feedback board for bug reports!

Remember, if you found a bug or have some feedback but you didn't post it to our Feedback boards, you haven't reported it and it will not be fixed or addressed! Talking about it in Discord doesn't count. https://feedback.vrchat.com/vrchat-ik-20

# Client
## Changes since last IK Beta build
- IK2.0's knee bend prediction from foot orientation (untracked knees) as well as IKPose behavior should now be consistent with legacy
weak raft
#

Hello <@&503009384968749076> testers! We've got a new build out! VRChat 2022.2.1 is now on build 1200. This is a release candidate! If all goes well, this release will go live-- potentially as soon as a few hours from now. This build has failed RC testing and is no longer a release candidate.

Updated SDKs here:
SDK - Avatars: https://files.vrchat.cloud/sdk/VRCSDK3-AVATAR-2022.05.21.00.33_Public.unitypackage
SDK - Worlds: https://files.vrchat.cloud/sdk/VRCSDK3-WORLD-2022.05.21.00.33_Public.unitypackage

Please note that this Open Beta is not network-compatible - meaning you will not be able to join people on Live when using this build, and they will not be able to join on you.

If you find any bugs or have feedback, please post it to our Open Beta feedback board: https://feedback.vrchat.com/open-beta

# Client

## Changes, Fixes and Improvements since the previous build
- Adjustments made to reduce bandwidth from users when they receive OSC updates that do not change 
- Knee bend prediction has been adjusted such that the direction of the foot influences bend direction more similarly to the previous Live implementation. This should help account for knees that bent inward more than expected during the IK beta
- Shoulder tracking should be more stable and expressive on a wider range of avatars

## New Fixes, Changes, and Improvements
- Fixed sync errors caused by cloning scene UdonBehaviours using Instantiate. Cloned UdonBehaviours are now forced to None sync.
weak raft
#

Hi <@&503009384968749076> testers! Here's a network-compatible patch beta for you-- this is VRChat 2022.2.1p3 (build 1204).

Very small patch. It's network compatible, but we don't have the bandwidth on a weekend to do a full QA pass, so... use at your own risk! It should be fine. We ran around in it for a few minutes so uh it's probably fine right???

This Open Beta is only on Steam.

Learn how to use this Open Beta build in #open-beta-info .

If you post bugs with this Open Beta up on https://feedback.vrchat.com/open-beta please limit bug reports directly related to the issues this patch addresses. Off-topic bug reports posted to that board while this is active will be moved to their appropriate board and merged, if the issue already exists.

# Client

## Fixes
- Fixed an issue causing PhysBones to jitter or vibrate a lot if you had `isAnimated` enabled and actively animated the PhysBone
weak raft
#

Hi <@&503009384968749076> testers! Long time, no ik-beta! I'm feeling nostalgic already... so let's bring it back! ik-beta has been updated to build 12053.

The ik-beta branch is only available on Steam. It is network compatible with Live!

During the lead up to IK2.0's release, the feedback we received from testers using the ik-beta was a huge help! We'd like to keep that up in a "casual test" kind of way.

From time to time, you might see the ik-beta branch pop up in Steam or catch an announcement regarding the branch in here. If you see that, you can expect that it's live compatible (thanks NetIK)! Feel free to hop on and give it a try.

We hope to collect feedback on small incremental changes that normally wouldn't be enough for a traditional open beta.

Major changes to the ik-beta branch will announced in here, such as the branch coming up or going down. However, we might not be broadcasting every little change to that build here! The standard Open Beta discussion channel won't be opened, either. Instead, head on over to the #ik-2 channel and check the pinned messages for the latest info and join in on discussion there.

As usual for IK2.0 related bug reports and feature requests, head over to our Canny here: https://feedback.vrchat.com/vrchat-ik-20

Please ensure you include the build number (visible in the settings quickmenu) in [brackets]! That's a big help when posting there.

This casual mini-beta thing is a new style of beta testing for us, so we might adjust how this works in the future. For now, let's kick it off with a few minor changes to IK we'd like to get some feedback on:

# Client

## Improvments
- Untracked elbow behavior should be more stable, especially when moving your hand back behind your shoulder
- Users without elbow trackers should now get a bit more expression in their shoulders. For example, some basic shrugging is possible
- Fixed a bug that causing lower body to stay tracked, but freezing upper body during collisions (now the whole body will freeze properly)
- Changed collision freezing behavior in FBT such that if your tracked hip is not colliding, IK will not freeze. This should allow you to, for example, lean over a table with a collider without freezing your tracking