Steps to reproduce:
  1. Upload an avatar that is shorter than 10cm (also bigger than 3cm to not totally break the UI). My avatar was around 4cm so go with that for the expected results.
  2. In-game, equipping that avatar, you'll see yourself normal as expected but others will see you as about 10cm tall (or something different).
Workarounds tried:
  • Scale down the avatar only on remote users with a FX animation. While this kinda worked, since the replicated viewposition and IK points are at the wrong places, the avatar goes above where it should be (probably due to IK). A perfect workaround may be possible but not relevant here.
Also, the 3 decimal points eye height quantization described in the docs doesn't seem to be correct at all in this case, which is one of the biggest reasons I'm reporting this.
Notes:
  • I'm not sure if this applies to other platforms, but it probably does.
  • When set to a normal size (0.1m-100m) via expression menu or world mechanics, the replication usually works correctly.
  • This is all the information I have about this issue. I didn't have a friend to try every combination 24/7. Unity 2022 with the latest VRC SDK is also extremely slow on my system and just publishing a simple avatar takes like 10 minutes.
  • And before you ask "but how do you upload such a small avi in the first place?", there is a very simple trick that doesn't break the ToS. Even the documentation says it's possible. This bug report is intended to be solved by VRChat devs so I'm pretty sure they do know how to get around that. I'm not planning the spread such knowledge further before bugs like this are ironed out.
  • The way I uploaded the avatar may have caused this but I would say it's very much unlikely. Even if so, the huge desync between my view and the others' is still a bug.