Can't join newly uploaded world
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I am unable to join the world I have built and published with latest SDK. I was able to join it on earlier builds, but as of today, any attempt to enter the world results in a crash to desktop, or, alternatively, being sent to home world. When trying build and test, or test latest build, or build and reload, or reload latest build, it results in a CTD on the loading screen after the full world size is loaded. When trying to join from in game, the world downloads, but then immediately sends me to my home world.
The logs provide seemingly nothing of interest. The SDK control panel does not have a single warning or error. VRWorld Toolkit does not identify a single issue. There are no errors at build time. The world is about 100mb, all of which consists of various textures and meshes I authored myself. There is a single U# script used to set a few shader parameters. The only changes made between the last successful attempt and now was to add a few additional meshes that use tileables and trimsheets I already had set up, along with associated lightmap/lightprobe/reflection probe rebake with Bakery, and a new GUI for editing a 4 material height blend shader I was already using.
2026.04.28 03:33:43 Debug - [Behaviour] OnCustomAuthenticationResponse
2026.04.28 03:33:43 Debug - [Behaviour] OnConnectedToMaster
2026.04.28 03:33:43 Debug - [Behaviour] Connected to master in us
2026.04.28 03:33:46 Debug - [AssetBundleDownloadManager] [100] Unpacking World (local:2cc18cd9f10795e60a1bd119d60682eae9d3b78d1074ff7b4493bcfe21687ef0)
2026.04.28 03:33:46 Debug - [Behaviour] Entering world
2026.04.28 03:33:46 Debug - [Behaviour] Entering Room: Local Test
2026.04.28 03:33:46 Debug - [Behaviour] Joining local:2cc18cd9f10795e60a1bd119d60682eae9d3b78d1074ff7b4493bcfe21687ef0
2026.04.28 03:33:46 Debug - [Behaviour] Joining or Creating Room: Local Test
2026.04.28 03:33:46 Debug - [Behaviour] Successfully joined room
2026.04.28 03:33:46 Debug - Limits on "instance" bucket: 71680 bytes warning, 102400 bytes error.
2026.04.28 03:33:46 Debug - Limits on "dataStorage" bucket: 71680 bytes warning, 102400 bytes error.
2026.04.28 03:33:46 Debug - Limits on "objects" bucket: 71680 bytes warning, 102400 bytes error.
2026.04.28 03:33:46 Debug - [Behaviour] Spent 0.002018929s entering world.
2026.04.28 03:33:46 Debug - [Behaviour] Waiting to enter network room.
2026.04.28 03:33:46 Debug - [Behaviour] Destroying VRC_OBJECTS
2026.04.28 03:33:46 Debug - [Behaviour] Spent 0.3648815s waiting to enter room.
2026.04.28 03:33:46 Debug - [Behaviour] Waiting to discover master client.
2026.04.28 03:33:46 Debug - [Behaviour] Spent 9.536743E-07s waiting to discover master client.
2026.04.28 03:33:46 Debug - [Behaviour] Waiting for network limits.
2026.04.28 03:33:46 Debug - [Behaviour] Spent 9.536743E-07s waiting for network limits.
2026.04.28 03:33:46 Debug - [Behaviour] Configuring Udon
2026.04.28 03:33:47 Debug - Loading asset bundle: VRCDefaultWorldScene
Log In
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Well, I resolved the crash, but I'm not exactly clear on what did it. It was definitely not post processing related, but seemingly some kind of interaction between one of my own shaders and Polybrush. There was a weird edge case where the same COLOR0 would get defined twice in v2f. The crash would only occur with this specific mesh present in the scene, and if I duplicated it and hid the original, then the crash would stop. Enabling/disabling the Polybrush Mesh component on the duplicate would resolve the crash. But enabling/disabling the component on the original would not resolve the crash.
The confusing thing here is there were other meshes in the scene with this same shader, but maybe they didn't end up using the same broken shader variant. The only noteworthy thing I can think of with regards to this mesh is that at some point prior to the crashes I reexported it from Blender with a weighted normals modifier, while it was already in the scene. The crash also never occurred in the Game mode in Unity, only in actual builds, so not sure what was going on there either.
I am unable to recreate it in a new project.
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_tau_
Can you try simply re-uploading the world? It should fix the issue.
This is an issue on our servers that we are aware of and working on, it only happens extremely rarely. If reuploading works, I will close this task, though note we will still be working on fixing this in the future!
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_tau_ no, I have attempted many re-uploads and rebuilds, no luck. I will do a bunch of testing with regards to post processing later today, although I am doubtful that that could be it considering the only thing I have touched since starting the project is bumping the contrast and reducing the gamma a bit. There's definitely only a single volume in my world, but I'll have to test what happens with no post processing applied at all.
WubTheCaptain
I am able to reproduce this issue. It reminds me of another issue...
b а d Does your world have post-processing volumes? Can you try uploading a test copy of your world to a different ID without post-processing and see if that works?
There's two Canny bug reports here somewhere, at least one with "Needs More Information" status, where these same symptoms are experienced with a specific post-processing setup.
WubTheCaptain
If this issue is post-processing related, then information about reproducing the troublesome post-processing setup would help the developers.
WubTheCaptain
2026.04.28 12:44:39 Error - Error Downloading or Instantiating Custom Scene - seyda neen - 12 - Error loading asset bundle from ****: Data Processing Error, see Download Handler error
My output log errors are different from OP's, but the error I have is the same as in those two worlds with post-processing volumes:
- https://feedback.vrchat.com/bug-reports/p/downloading-the-room-failed
- https://feedback.vrchat.com/bug-reports/p/joining-certain-worlds-sends-you-back-to-homeworld-because-of-a-data-processing
- https://feedback.vrchat.com/bug-reports/p/issue-with-new-vrchat-world
- https://feedback.vrchat.com/bug-reports/p/error-downloading-insantiating-scene
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