Bug Reports

One bug report per post. Off-topic posts will be closed. Only submit bug reports for builds currently marked as "public". For isolated issues or customer support visit help.vrchat.com.
[Open Beta] PhysBones stretched by other players are not visible from the avatar owner's perspective
Description I encountered a PhysBone visual issue in the current Open Beta. When another player grabs and stretches a PhysBone on my avatar, I cannot see the PhysBone being stretched from my own perspective. However, other players can see the PhysBone stretching normally. The issue only occurs in the Open Beta. After reverting to the Live version, the issue disappears and I can see my PhysBones being stretched normally again. Expected Behavior: The avatar owner should be able to see their own PhysBones being stretched when another player grabs them. Actual Behavior: The PhysBone stretching is visible to other players, but not to the avatar owner. Additional Information: The issue occurs in the Open Beta. Reverting to the Live version resolves the issue. Other players can see the PhysBone stretching correctly. The issue appears to be related to local rendering or PhysBone synchronization. Could you investigate whether this is a regression in PhysBone synchronization or rendering in the Open Beta? Reproduction Steps Reproduction Steps: Launch VRChat using the Open Beta version. Enter a world with another player. Ask the other player to grab and stretch a PhysBone on your avatar. Observe the PhysBone from your own perspective. Ask the other player to check whether the PhysBone appears stretched from their perspective. The issue can be resolved by reverting to the Live version of VRChat. In the Live version, the PhysBone stretching is visible from the avatar owner's perspective as expected. I have not found any other workaround. Details Category: アバター Frequency: いつも --- platform: PC (platform: Windows, store: Steam, headset: None) rawPlatform: WindowsPlayer clientVersion: 2026.4.1p2-1938-565822d00a-Release unityVersion: 6000.0.67f1-DWR In-Client Report
3
·
tracked
"UserEyeTracking" doesn't turn false for remote players when eye tracking is disabled
Issue: I currently use the UserEyeTracking bool to enable or disable my "Ear Tracking", which moves my ears in the direction that I'm looking. As I don't have eye tracking at the moment, I turned on Disable Eye Look Tracking and Disable Eye Lid Tracking which sets this value to false locally. For remote clients how ever the value stays true. This results in my ears moving around with VRChat's automated eye look / gaze feature for remote clients. Reproduction Steps: On an Avatar with native face tracking add a simple toggle that uses the UserEyeTracking parameter. Launch the game with 2 clients in one instance. Switch into the Avatar an enable Selfie Expression. Go to the Main Menu > Settings > Tracking and IK and turn on Disable Eye Look Tracking and Disable Eye Lid Tracking . If you do this, locally your created toggle turns off, while it stays on for remote. Expected Behaviour: When turning on Disable Eye Look Tracking and Disable Eye Lid Tracking no eye look or eye lid data should be sent. Thus in return UserEyeTracking should also be false. I understand that UserEyeTracking on remote is calculated based on if Eye Look or Eye Lid data is received, but since I turned off the tracking for it in the settings I would expect it to also be false. Attachments In this screenshot I have a cube attached to my avatar that is either on or off based on UserEyeTracking . While it's off locally, you can see that it's on for remote.
1
·
tracked
Load More
→