Bug Reports

  • 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!
Real-Time Enforcement Issue with Group Bans via Website/API
Hello VRChat team, I’d like to report a critical inconsistency in how group bans are handled when issued through the VRChat website or third-party tools utilizing the API (e.g., VRCX). Observed Behavior When a user is banned from a group via the website or an API-based tool, the ban does not take effect in real-time if the user is currently inside a group instance. Despite being technically banned, the user is: Not removed from the current instance Still able to interact with group members Still enjoying group-related privileges The ban only fully takes effect after the user leaves and attempts to join a new instance, at which point access is correctly denied. Why This Is a Problem This delay has serious implications for moderation: In urgent cases, moderators cannot remove problematic users in real-time. There's currently no mechanism to trigger a forced update or kick based on a group ban alone. It undermines group security, allowing banned users to linger and potentially cause further disruption. This gap in enforcement stands in contrast to other website/API actions such as avatar changes which do propagate instantly in-game. This suggests real-time updates are technically possible, but simply not implemented for group bans. Suggested Improvement To ensure consistent and secure moderation: When a user is group-banned via the website or API, the system should immediately remove (kick) them from any group-owned instance they are currently in. Implementing this would close a loophole in group moderation tools and align the behavior of group bans with the expectations of real-time enforcement. Thank you for your attention. Resolving this would greatly enhance group management capabilities and improve the overall safety of VRChat communities.
0
[1623] DepthNormals Pass Ignores Shaders
OS: Windows 10 VRChat Version: 1623 open-beta Headset: Valve Index Hardware: RTX 2070 super, Ryzen 7 5800X3D SteamVR: 2.9.6 Unity Version: 2022.3.22f1 (Through creator companion v2.4.2) VRChat SDK: 3.8.1-beta.1 First off: I'm usually one to gripe on things but for this one, thank you. We've recently been given the absolute grace that is DepthTextureMode read/write access, including the DepthNormals flag for cameras. This feature alone massively extends what shaders can do, while removing the expensive and inaccurate methods used to approximate a "normal pass." Before this update, you could choose between using a unity projector, or a bunch of normalized cross product math to get faceted normals from the depth buffer, a look everyone complains to me about. The addition of the DepthNormals flag enables the _CameraDepthNormalsTexture which stores both the depth and normal data in one texture, making shaders even more efficient assuming one decodes the depth from there as well. The problem: Sadly, it seems like a major amount of existing shaders are not rendered to the DepthNormals buffer when enabling DepthNormals. Some personal digging and previous work on this matter, my current best guess is the Internal/DepthNormals shader which is built into Unity (but overridable!) having specific RenderType targets is disregarding common shaders like poiyomi and such. Some avatar shaders show up fine in the texture, assuming they are targeted by the given RenderTypes here https://github.com/TwoTailsGames/Unity-Built-in-Shaders/blob/master/DefaultResourcesExtra/Internal-DepthNormalsTexture.shader Recreation: You could recreate this problem by Create a new vrchat world project creating a udon script that enables the DepthNormals pass in Start() like so: VRCCameraSettings.ScreenCamera.DepthTextureMode = DepthTextureMode.Depth | DepthTextureMode.DepthNormals; Creating a shader that samples the _CameraDepthNormalsTexture (which ill include the ones I made for my testing) Create a material with that shader and put it on a cube or something (make sure the RenderQueue is well above whatever shaders you would be previewing) Build and/or upload the world Use avatars with a variety of shaders and view them through the shaders display From here you should see some avatars working fine (like the VRChat base avatars) but most avatars i've tried that use custom shaders are hit and very miss for showing up. A possible solution path (assuming this isn't a skill issue on my part): The internal DepthNormals shader can be exchanged for a custom shader through Edit > Project Settings > Graphics > Built-in Shader Settings > Depth Normals The replacement shader targets are given in the internal shader, which shaders with RenderTypes in that list seem to work just fine. If we create a custom shader that implements the same functionality as the internal one but instead targets all RenderTypes, theoretically this could solve the problem. I've been wanting this feature for years and it's absence hinders a lot of my projects. It would mean the world to me and my projects/lighting systems if we could have this functionality work for all to use. I will happily expand on this problem if needed
4
·

tracked

Load More