#World crashes
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Hi @safe prism. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave:
Here are some steps to help you diagnose and fix a world that crashes during initialization in the VRChat client (but works fine in the editor and Build & Test):
1. Check the Output Log
The most important first step is to look at VRChat's output log for error details. Log files are saved here:
C:\Users\YourName\AppData\LocalLow\VRChat\VRChat
Open the latest output_log_*.txt file and search for keywords like "halted", "exception", or "crash" to find relevant errors. [Debugging Udon Projects]
2. Enable Udon Debug Logging
Since Build & Test automatically enables extra debugging, you should replicate that when launching VRChat normally. You can do this via:
- Steam Launch Options: Add
--enable-debug-gui --enable-udon-debug-logging --enable-sdk-log-levelsto VRChat's launch options in Steam. - Batch file: Create a
debug.batnext toVRChat.exewith:VRChat.exe --no-vr --enable-debug-gui --enable-sdk-log-levels --enable-udon-debug-logging
This will give you much more detailed log output to identify the crash cause. [How to Enable Udon Debugging]
3. Use UdonSharp Runtime Exception Watcher
If you're using UdonSharp, enable "Listen for client exceptions" in your Unity Project Settings. With debug logging enabled in the client, any runtime exceptions will be reported directly in your Unity editor console, showing the exact script and line number that caused the issue. [View UdonSharp Logs in Unity]
4. Isolate the Problem
If the logs don't immediately point to the cause, try isolating the issue in your scene:
- Duplicate your scene.
- Start removing GameObjects from the hierarchy.
- Attempt to upload and test after each removal.
- When the crash stops, the last removed object is likely the culprit. [Troubleshooting SDK]
5. Check SDK Validation Messages
In the VRChat SDK build panel, review any warnings or validation messages — these can sometimes point to issues that only manifest at runtime in the live client. [Creating Your First World]
The output log is your best starting point — the error message there will usually tell you exactly what's going wrong during initialization.
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