Error Downloading/Insantiating scene
D․U․N․E
Good day! This is on behalf of another.
The worlds textures are unable to load, it actively throws them out the world and commits to reconnecting which can rarely lead to a successful world launch - but often times rate limits them.
Apart from the booting out, another sign is the fact the textures won't load.
Some worlds are more problematic than others. Though even the Base VR homeworld suffers this issue.
All the basic fixes have been attempted:
Reinstall VRChat
Restart PC
Update Drivers
A Fresh install of Windows
VPN
Switch off Anti-Virus
Looking into the Log:
2025.04.03 22:09:11 Debug - Loaded asset bundle: WORLD
2025.04.03 22:09:11 Debug - Signature verification result [Redacted]
2025.04.03 22:09:11 Error - Error Downloading or Instantiating Custom Scene - [WORLD]
The world does work for other users, I cross referenced with my own system.
The Laptop being used is ideapad-gaming-3-15ach6 - it has a Ram upgrade and can apparently Run Helldivers 2. The problem is being exhibited in non-vr mode. There has even been an attempt to disable the main graphics card to just see if there is a conflict between them, with the same results.
Timeframe is apparently a few months now without any rectification. The device did at one point work with VRChat.
Any suggestions would be appreciated.
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WubTheCaptain
_Semo_ Is this still an issue? I was unable to reproduce the issue. I see the world has been last updated in January 16, 2026.
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WubTheCaptain
_Semo_ I found your other comment ("2 post processing volumes"), in https://feedback.vrchat.com/bug-reports/p/joining-certain-worlds-sends-you-back-to-homeworld-because-of-a-data-processing, this seems to be resolved or worked around.
_Semo_
WubTheCaptain
Hello! I am getting the exact same error again!
This issue was fixed somewwhere before 3.10.1. After updating my VRC SDK to 3.10.1, I was able to publish and join my world with more than 1 post processing volumes. However, last week, I made some changes (I made quite a lot of changes so I am trying to figure out what is causing this error again), and now I am getting the same error.
2026.07.08 06:17:13 Error - [AssetBundleDownloadManager] [102] Asset bundle request failed: result=4 code=200 error=Data Processing Error, see Download Handler error dhError=CRC Mismatch. Provided d708b037, calculated 3d44d289 from data. Will not load AssetBundle 'https://api.vrchat.cloud/api/1/file/file_be1fd548-92f4-432e-8677-9374885ce16e/513/variant/security?v=1783516555'
2026.07.08 06:17:13 Error - Error Downloading or Instantiating Custom Scene - Semo Casino - 12 - Error loading asset bundle from ****: Data Processing Error, see Download Handler error
2026.07.08 06:17:13 Error - Attempted to remove a download handle that has been released from cache.
System.InvalidOperationException: Attempted to remove a download handle that has been released from cache.
at ÏÏÏÎÏÏÍÎÎÏÌÎÎÎÌÌÏÍÍÏÎÎÏ.ÌÎÎÏÌÏÏÍÍÍÍÏÏÎÏÌÌÏÍÎÌÎÍ () [0x00000] in <00000000000000000000000000000000>:0
at ÍÌÍÎÎÍÎÏÎÌÍÍÌÏÌÏÏÌÎÎÍÍÌ.ÍÌÍÌÍÎÍÏÌÏÍÍÎÍÎÏÎÌÎÏÍÎÎ (ÌÎÎÏÍÎÌÏÎÌÎÌÏÏÎÍÏÍÌÏÏÏÎ ÌÎÌÏÍÌÍÌÏÏÍÌÍÎÏÌÏÏÌÌÏÍÍ, System.String ÏÏÍÍÌÌÎÏÎÎÌÌÏÎÏÏÏÍÎÌÌÎÎ) [0x00000] in <00000000000000000000000000000000>:0
at ÍÌÍÎÎÍÎÏÎÌÍÍÌÏÌÏÏÌÎÎÍÍÌ.ÌÎÌÍÌÌÍÏÌÏÌÏÌÏÎÌÍÏÌÎÍÌÎ () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.UniTask+WaitWhilePromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0
2026.07.08 06:17:13 Error - [Behaviour] Downloading the room failed.
Here is the link to my world. It's the same world.
Link to a thread where bunch of people are complaining:
_Semo_
Surprisingly, I can join the world on Android phone. However, I can't enter PC version of this world.
Things I have tried
* Restart PC
* Restart Unity editor
* Remove Library folder
* Remove Library and Obj folder
* Reload VRC SDK
* Updating VRC SDK from 3.10.1 to 3.10.4
* Updating VRC World Toolkit from 3.3.2 to 3.4.1
* Disabling all post processing volume
* There is no error on VRC Control Panel
* When I play and stop on editor I see 2 errors. They are irrelevent with this issue. I have seen these errors before but did not cause asset bundle error. Errors on editor:
Can't remove AudioListener because AudioReverbFilter depends on it
UnityEngine.Object:DestroyImmediate (UnityEngine.Object)
VRC.SDK3.ClientSim.ClientSimTrackingProviderBase:Start () (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Player/PlayerTracking/ClientSimTrackingProviderBase.cs:104)
Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)
The following scene GameObjects were found:
Cube
Cylinder
Plane
Sphere
Quad
Capsule
UdonManager
* Removing useless namespaces on recently changed codes
* Regenerating Network Scene IDs
* Removing VRChat world cache
_Semo_
I just uploade a world that does not have the asset bundle error. These are the only change I have done but I don't think this is a fix.
I started looking into that is asset bundle and CRC (Cyclic Redundancy Check). I wanted to check what CRC am I actually getting. My VRC SDK version is 3.10.4.
* First change ------
VRCSdkControlPanelWorldBuilder: line 3317
Function
`public async Task BuildAndUpload(VRCWorld world, string signature, string thumbnailPath = null,
CancellationToken cancellationToken = default)`
Right after
await Upload(world, buildResult.path, buildResult.signature, thumbnailPath, cancellationToken);
I added this line
Debug.Log($"World Id: {world.ID}\nBuild signature: {buildResult.signature}\nBuild path: {buildResult.path}");
* Second change ------
VRCSdkControlPanelWorldBuilder: 2654
Function
private async Task<(string path, string signature)> Build(bool runAfterBuild)
Right after
WorldSignatureOfLastBuild = worldSignature;
I added these lines
uint crc = 0;
if (File.Exists(bundlePath))
{
crc = CalculateUnityCRC32(bundlePath);
}
Debug.Log($"Task status: {successTask.Task.Status.ToString()}\nBuild hash: {worldSignature}\nBundle path: {bundlePath}\nCRC Path Hex: {crc.ToString("x")}\nCRC Path UInt: {crc}");
------
These 2 changes are me trying to calculate CRC by myself. I was not able to find the actual CRC uploaded because I haven't found where is the asset bundle manifest yet. I don't know why this has fixed the asset bundle error. Maybe uploading multiple times fixed it?
_Semo_
This is the world I have been building.