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[1784]Contact Receiver fails to trigger on the first interaction after loading under specific conditions
If a Contact Sender is already present in the instance, a Contact Receiver may fail to respond to it for the first time after the avatar is loaded. Behavior when the issue occurs: ・ The Receiver fails to react to a Contact Sender that already exists in the world. Even if a Sender is already active, the Receiver will not respond even if a third party's Sender becomes active afterward. ・ Toggling the Contact Sender off and then on again resolves the issue and makes the Receiver respond. ・ This occurs for both Remote and Local avatars. The reproduction rate is over 90 percent, but the specific trigger conditions remain unclear. We tested this across multiple clients and found that results vary depending on the specific client; interestingly, some clients never experienced this issue regardless of the pattern. During our experiments, all safety settings were disabled, and Show Avatar was enabled for all participants. The avatar used for testing is as follows. Since it has a very complex structure, please feel free to ask if you have any questions regarding its setup. Avatar ID: avtr_6257db3f-b32e-4ecb-9468-2e17e5a8c76c Testing Method: *This test is for verifying the Receiver on a Remote Player only. Two players wear this avatar. After the avatar loads, go to the ExMenu and enable SecretTalkSystem -> SecretTalkSystem Active. If a blue sphere appears above the avatar's head, the Receiver is correctly detecting the Sender. After confirming this, one player should switch to a different avatar and then switch back to this one, then repeat the same operation. Technical Note: ・The Receiver is designed to be always active as long as the Animator is loaded. ・The Sender is enabled via "SecretTalkSystem Active" when the avatar is in the PlayerLocal state.
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VRChat sometimes crashes when using multiple videoplayers
VRChat sometimes crashes completely in VRDancing when multiple videoplayers are used simultaneously. In a recent patch for VRD I added a video preview feature and an additional TV that plays our livestream. Ever since that patch we sometimes have users crash to desktop, this has overall been very rare so its been difficult to pinpoint. It seems that when multiple instances of yt-dlp are used, sometimes VRChat will just crash completely. Which makes me believe this is a bug in VRChat itself. At most it should just, not play the video or crash some udonbehaviour. Not crash the entire game. Reproducing the bug is tricky, but we have about a 10-20% success rate by: Opening an instance of this build: https://vrchat.com/home/world/wrld_6434966b-411b-4c5e-b00b-c9390c9a7207/ Queueing and playing songs repeatedly as quickly as possible (Click "ADD" and then "SKIP") If the crash does not occur after 3 songs, create a new instance and repeat until the crash occurs. I wish I had more specifics, I tried to create more consistent reproduction steps but couldn't find any. The first frame is visible before right before VRChat closes. Nothing is displayed in logs besides the usual messaging that youtube-dlp/AVPro is loading the video. There are three VideoPlayers in the world, all of them use AVPro. Two of the videoplayers use my own custom wrapper, one of the videoplayers uses code originally based upon USharpVideo but heavily modified into its own thing at this point.
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VRC_SpatialAudioSource advanced settings bypass Compressor allowing dangerous volume levels
When Steam Audio was pushed to Live from Beta, (but not during beta,) many avatar sounds like those used in horror roleplay communities became much quieter or much louder, even dangerously so. Many of us adjusted our volume levels up and down to compensate, but I did way too much testing and found: Using default VRC_SpatialAudioSource settings, my test audio (with a lot of reverb and sudden attack) is overly compressed to nearly inaudible levels, sometimes as low as 20% - - This also caused creators to pump their volume up to compensate because we don't know what's really going on Using ANY of the advanced settings (near, volumetric radius, disabling spatialization, or using the audiosource volume curve) makes sounds play as as they do in Unity PLUS applying gain, making them LOUDER than they are outside of the game with the default Gain 10. - - Both Near and Volumetric Radius, separately, have volume at 100%+gain volume until you reach the end of their radius, then they sharply become very quiet or nearly inaudible until you reach the Far radius. - - This ends up allowing sounds that are dangerously loud, often unintentionally! I'm a bit crazy and wrote up a really detailed report here as I tested to understand what audio components were doing https://docs.google.com/document/d/14cukaZ_TlIyYHkErtD6E_z0QlCjDdVI58N1JkRAw_vI/edit?tab=t.0 ⚠️⚠️WARNING⚠️⚠️ the attached video is LOUD. I used earmuffs to visualize distance only. It shows 4 different audio sources with different settings on each: Default settings, which is Gain 10, Far 40, Near 0, Volumetric Radius 0, disabled Use Audiosource Volume Curve Default settings + Near 10 Default settings + Volumetric Radius 10 Default settings + Use AudioSource Volume Curve with 40 Max Distance on a Linear Rolloff Avatar for testing: (again, ⚠️ sounds are loud ) https://vrchat.com/home/avatar/avtr_f3133502-fdb8-4ea4-b612-6389767038a0
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