Avatar Bugs & Feature Requests

Post about current Avatar bugs and Avatar Feature Requests. One item per post!
Non-constructive and off-topic posts will be moved or deleted.
-2,147,483,648 max total particles (Excellent): Nested avatars/armatures can cause total max particles / mesh particle triangles to overflow into negative integers after server-side performance ranking calculations
Affected private avatar: Robot (nested armatures) ( avtr_6cb82e04-86d1-4afe-9261-583b03496c06 ) by WubTheCaptain Create a minimal Excellent avatar (Robot) with 1 particle system, set its max particles to 2. Duplicate the minimal Excellent/Good avatar (Robot) and nest it under the avatar. Modify the particle system under the nested avatar to have a maximum of 2147483647 particles. Delete the animator component, VRC avatar descriptor and pipeline manager script from the duplicated avatar nested under the actual avatar. (Optionally, delete the armature and body meshes too.) Build & Test. Build & Publish as a private avatar. Check the avatar stats of the local SDK test avatar & uploaded avatar separately. Expected result: Red, Very Poor 2,147,483,647 particles in local SDK avatar, SDK performance rank estimation and after upload. Actual result: Local SDK test avatar and SDK performance ranking estimate reports Very Poor 2,147,483,647 particles. However, after Build & Publish the avatar shows Excellent, -2,147,483,648 particles. The avatar is simultaneously ranked both "Good" and "Very Poor" in the client. Remote and local users see this as a Good avatar on nameplate. Typically these avatars behave like unbounded number of particles (a crasher avatar) when particle limiter is disabled in client settings, even if the particle count is reported as negative. Additional info: Nested avatars/armatures must be used, because otherwise the particles will always be capped at maximum integer value (2,147,483,647). SDK 3.10.4, VRChat 2026.2.3p2 Build 1866 (unity-6). Affects both the main branch and unity-6 public beta branch.
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Bug Reports
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available in future release
[FEEDBACK] Constraints in Local Space
To my knowledge, we have many constraints available to us via the default unity constraints. We can also use some extended scripting when it comes to Final IK. I’ve used much of this when making quadrupeds, characters with two heads, and extra arms. However, all of these systems are calculated in world space only. For Avatars, I am not aware of any way to work with these constraints in local space. This would be very helpful when trying to map the rotation of your arm or fingers to puppet something not directly connected to your arm or hand. Right now I’m thinking of controlling wings or ears with fingers. This level of puppeteering is significantly better than using the menus or gestures, but we don’t yet have good access to it. In my own experience, I specifically ran into this issue when trying to directly control the back legs of a quadruped with my real legs. When facing straight ahead, I could puppet them just fine, but once I curved the spine, the feet would remain pointed forwards. I can’t imagine that this functionality would be too difficult to create. Most other unity games just copy the rotation values from one object to another and they are done… but obviously there needs to be some safety nets in place for cycle checks and other errors that might happen. I did my best to try and find if a similar topic already posted, there may be one, but I couldn’t find it. This post is partly a “What work around are there?” As well as a plea to add this functionality to the SDK.
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Feature Requests
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available in future release
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