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VRChat 2021.3.3p2

We've just released VRChat 2021.3.3p2!

This is a small patch that addresses some major issues users have been reporting lately.

Client
  • Fixed an issue that could result in excessive logging causing performance loss in some situations
  • Fixed an issue for the Oculus Quest that would cause frequent, consistent frame drops

VRChat 2021.3.3

We've just released VRChat 2021.3.3, build number 1128.

Client

[h2]Changes, Fixes and Improvements[/h2]
  • Implemented VRChat Plus purchases on Oculus Quest
  • Fixed the 'Other' avatar row not appearing in some cases

VRChat 2021.3.2 - The Unity 2019 Upgrade!

We're releasing VRChat 2021.3.2 (build 1121) right now!

That's right, the VRChat Unity 2019 Upgrade is now Live!! VRChat is now using Unity 2019.4.29f1. Farewell, 2018!

This upgrade has been in Open Beta testing for several weeks!! Thanks to our industrious and helpful Open Beta testers, we've been able to track down and handle most issues with this release. However, as is normal with Unity upgrades, we expect to find some issues. Expect a patch release or three!

If you're interested in helping us out with Open Beta testing (including testing your own content) check out #open-beta-info on our Discord.

Before we give you the patch notes, let's get to the important parts.

I don't make VRChat worlds or avatars!

No worries, you don't need to do anything!

The only thing you might have to do is clear out your cache.
  • In VRChat, go to "Settings".
  • Click "Advanced Settings" in the top right.
  • Click the top button on the left, labeled "Clear Downloaded Content Cache". Click Yes to confirm.
  • Restart VRChat. You're done!


This is done to prevent old 2018 content from being improperly loaded when a 2019 version exists.

I make VRChat worlds or avatars!


[h2]Quick Links[/h2]
2018 -> 2019 Migration Guide Unity 2019.4.29f1 Download Links

[h2]Creator FAQ[/h2]
[h3]Do I need to re-upload my avatar/world?[/h3]
Probably not. I'm hand-waving a number, but ~98% of content works with no issue in 2019. However, even if you don't need to re-upload, you're going to need to upgrade anyways eventually. You should get ahead of the game and backup your project.

[h3]How do I upgrade my Unity project?[/h3]
Read our Migration Guide. We've spent a lot of time trying to cover as many cases in this guide as possible. Follow it closely. BACK UP YOUR PROJECTS.

Pay special attention to step 2.5 if:
  • Your project uses Cloth
  • Your project uses Udon Sharp / U#


[h3]I'm having issues with my avatar/world.[/h3]
Try upgrading and re-uploading first. If that doesn't work, you might want to try consulting with other creators on our Discord. If you're still having problems, you might've found a bug, and you should let us know by posting on our Feedback boards. Of course, if things go south, you can always restore from that backup you made.

[h3]Should I re-upload anyways?[/h3]
Won't hurt. Most problems we've seen are solved by re-uploading. You should definitely back up your projects beforehand.

[h3]Should I upgrade my project to 2019? Why?[/h3]
YES!! There's no reason not to, and it doesn't take too long. Unity 2019 has a lot of editor upgrades and is generally a ton nicer to use in editor:
  • Dark Mode!! For EVERYONE!!!
  • Much-improved Progressive GPU lightmapper with ML-powered denoising, better lightmap UVs. Also, dang, it's fast. A good warp 9.3, at least.
  • Updated UI
  • Refined icons, fonts, layout improvements, and better controls for WASD flying through scenes
  • Editor Shader Compilation is now asynchronous. Less shader compile hitching when working in the editor!
  • FileSystemWatcher fixed! This was a Unity bug back in 2018. With it fixed, we’ll be able to speed up testing for Worlds and Avatars with our SDK
  • Quick Search
  • Component Presets
  • Lots more

Not just that, but the engine's got a bunch of cool new stuff too:
  • 64 Local Keywords and increased global keyword limit! Global keywords go to 384 from 256, and now you get Local Keywords!! Hey shader wizards, learn about the changes in Unity’s docs! Using local keywords will require a small change to your shader, but will ensure you never run into keyword issues.
  • Upgraded Physics systems! A new version of PhysX brings a variety of improvements.
  • Incremental Garbage Collection! This means fewer hitches as Unity cleans up unneeded memory and data in a more efficient manner.


Anyways, you should definitely upgrade. 2019's nice. Make sure you backup your projects before you upgrade.

[h3]Should I back up my project?[/h3]
Yes. You should.

[h3]OK, where's the patch notes?[/h3]
Right here!

Client

[h2]Changes, Fixes, and Improvements[/h2]
  • Updated VRChat to Unity 2019.4.29f1!
    Check out our Migrating from 2018 LTS to 2019 LTS guide to see how to upgrade your projects. BACK UP YOUR PROJECT BEFORE UPGRADING.
  • Upgraded Cinemachine (2.8.0), PostProcessing (3.1.1), and TextMeshPro (2.1.6)
  • 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. As a result, 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


SDK
  • Check out our Migrating from 2018 LTS to 2019 LTS guide to see how to upgrade your projects. BACK UP YOUR PROJECT BEFORE UPGRADING.
  • New "Build & Relaunch" option in the SDK Control Panel for easily reloading open clients into new builds
  • 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


[h2]Udon[/h2]
  • New 'TrackingData.Origin' type in 'VRCPlayerApi.GetTrackingData' to get a player's tracking space origin
  • 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

VRChat 2021.3.1

We've just released VRChat 2021.3.1 (build 1113)!

This release is a little small. That's because we're clearing things out to prepare for our next big release, where we're upgrading to the Unity 2019 LTS engine!

VRChat on Unity 2019 has gone through long-term internal testing and is now in the Closed Beta stage. There's no action required on your end quite yet and we're expecting most existing content to work fine after the upgrade.

Check out our full release notes below, or on our documentation site!

Client

[h2]Changes, Fixes, and Improvements[/h2]
  • 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: Video players in SDK3 worlds would experience audio / video desyncing after experiencing hitches
  • Fixed: "Allow Avatar Cloning" setting may be out-of-sync between users
  • Fixed: Holoport cursor would appear on launch until any other input was received
  • Fixed: Users can be unintentionally kicked from worlds with specific world configurations
  • Fixed a bug with unfavoriting worlds (we're aware of the avatar favorites problems!)
  • Fixed some crashes related to unloading content
  • Fixed jump not working with Holoport
  • Upgraded AVPro to 2.1.5
  • Improvements to reduce hitching
  • Improvements to avatar unloading


Udon and SDK
  • The new video player sync is disabled by default! The SDK will prompt you and let you know you should enable it. This is done because the new sync method will have issues if you resync too much (as in, multiple times per second). You really shouldn't be syncing very often. A check every few seconds should be sufficient.
  • 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.
  • 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
  • Updated UdonExampleScene to use OnVariableChange events instead of OnDeserialization wherever possible.
  • 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!
  • Moved expensive UdonBehaviour events to components: OnAnimatorMove, OnCollisionStay,
  • OnTriggerStay, OnRenderObject and OnWillRenderObject will only be called if your program uses them. Thanks to Merlin for the initial work on this!

VRChat 2021.2.4p1

We've just released VRChat 2021.2.4p1, build number 1107. This is a minor patch.

This patch was been rolled back due to an issue preventing some players from launching VRChat properly. It was then re-released a few hours later as 2021.2.4p2.

Client

[h2]Changes, Fixes, and Improvements[/h2]
  • Made changes to asset unloading system to help reduce and improve hitching
  • Fixed some UI issues with the VRC+ menu on Quest
  • Fixed some issues with locomotion on the Vive Focus
  • Fixed an issue where a friend's instance could not be joined if it was over soft cap
  • Fixed an issue where the first viewed instance would show incorrect region information
  • Fixed the Vive Advanced Movement setting being enabled regardless of Settings option
  • Fixed the Holoport setting not changing correctly


There is one known issue with this release. This issue will be addressed in the next patch.
  • Attempting to use an avatar with a generic rig while using Full Body Tracking will incorrectly show the tracker balls. If using Legacy calibration, this will immobilize the player until the avatar is switched