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World Visits counts may have been increasing abnormally since around June 17, 2026
Since around June 17, 2026, the Visits counts for VRChat worlds may have been increasing abnormally. Based on posts from multiple world creators and external tracking services, this does not appear to be limited to a specific world. Several unrelated worlds seem to have shown a significant change in their Visits increases around the same time. For example, some worlds appear to have roughly doubled their daily Visits increases after around June 17. There have also been reports of unexplained Visits increases in worlds that normally receive very few visitors, worlds intended for small groups or personal use, and newly uploaded worlds where the creator only entered for testing or to take screenshots. At the same time, in some cases there does not appear to be a significant change in Favorites increases, social media promotion, or other factors that would reasonably explain the increase. This makes it difficult to explain the situation as simply an increase in popularity or traffic. Could you please check the following? Whether the Visits aggregation logic or counting conditions changed around June 17, 2026 If there was a change, whether it was an intentional specification change Whether there is currently an issue with how Visits are being counted If possible, whether creators can be informed about any specification changes and their impact Visits are an important metric for world creators when analyzing post-release performance, the impact of updates, promotion results, and comparisons between worlds. If Visits are currently being counted using a different standard than before, it becomes difficult to compare them with past data, which has a significant impact on creator-side analysis. For reports related to this issue, please see my X post below and the quote reposts on that post. https://x.com/oe_tw/status/2070338873633444118
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Bug Report: Skeletal/Fingertracking Sync Failure on World Transition
Description: I am reporting a persistent issue where my finger tracking (Valve Index Controller) freezes for other players after a world transition. While everything looks correct on my end, remote players see my hands in a static pose. This issue persists across multiple avatars and occurs regardless of the avatar's specific setup. Observed Error Logs on Remote Clients (when viewing my avatar): * ERROR: LoadAvatar failed - no avatarId * WARNING: Recovered 0 Network IDs from Avatar * WARNING: Model failed validation ... unitySortNumber, assetVersion Troubleshooting steps already taken (none of these solved the issue): OSC Reset: Did not fix the sync for other players. Manual Tracking Reset: Used a custom FX layer to cycle VRC Animator Tracking Control (Animation -> Tracking). No effect on network sync. Hard Reload: Trigger + Grip + Menu button combo did not restore the skeletal state for others. Unity Settings: Enabled Update When Offscreen on all Skinned Mesh Renderers. Blueprint ID: Detached and re-uploaded the avatar with a fresh ID (Pipeline Manager). Hardware: Confirmed SteamVR is using default bindings and sending skeletal data correctly. Conclusion: The logs ( Recovered 0 Network IDs and no avatarId ) strongly suggest a server-side synchronization failure during the "handshake" process when entering a new instance. The VRChat network layer appears to fail at mapping bone IDs to remote clients, even though transform data is being sent.
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