Persistence

Share us your Persistence bugs and feedback here (one item per post).
Non-constructive and off-topic posts will be moved or deleted.
Preventing Persistence Exploits from Multiple VRChat Instances
The ability to open two instances of VRChat in separate windows under the same account, each being a different instance of the same world, creates significant issues for any game world that relies on persistence. I'll refer to the two windows as "Window 1" and "Window 2." Both are running the same world but in different instances. If a player performs an action in Window 1, such as getting a reward or losing progress, and the world saves that, they can simply close Window 1, switch to Window 2, and wait for the world to save their data. This will entirely overwrite the changes from Window 1, restoring their progress as if nothing had happened. This exact issue happens very commonly on mismanaged Minecraft servers, where you can have two instances open on the same server but in different subservers. This is most commonly used to duplicate items, which no RPG-style game world wants. An example in VRChat would be the world "Project Aincrad". If, in Window 1, Player 1 trades 10,000 in-game coins they have to Player 2 while Window 2 is up, then at the end of the trade, when the game forces them to save their persistence data, Player 1 in Window 1 will have 0 coins, Player 2 will have 10,000 coins, but Player 1 in Window 2 will still have the 10,000 coins, meaning that 10,000 coins have now turned into 20,000 Coins. I'm not very technical, so this is more of a guess for a potential solution, something like only allowing Window 1, or whichever window was first in that specific world, to be capable of changing the persistence data for that user and world.
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Add "local" per-world data saving options.
Now that Persistence is in the game, it would make sense to give us the ability to also locally store data that isn't game-breaking if it's lost, but that would benefit from not being constrained by networking limits. Some examples would be: Settings for local-only state in the world. Precomputed textures/models for dynamic content, such as character customization. The game already does this for per-avatar parameters. And of course we wouldn't be able to choose where to store it for security reasons, but make it similar to PlayerData in that we only get to say what we want to save, but expanded a bit on data-types, such as textures & JSON. (and ability to only load the data from specific keys when you need the data, not all of it at once). Having this capability could reduce networking needs, especially for more ambitious worlds and open up more gameplay possibilities. Understandably there would still need to be limits on how much data could be stored, but it could certainly be much, much more than the 100KB each of Player and PlayerObjects, say 2GB for PC only worlds and 400MB for Quest, with limits that could rise as min-hardware levels change. (and creator can fallback to regenerating content instead if local-space limits are hit). Would probably want to display how much local-storage a world is using when a person clicks on the world in the menu and option to sort worlds by data usage, so people can identify junk worlds they might join that try to fill the space for no reason just to annoy, then user can hit the "Clear data" button for that world which already exists (or better have a button also for local-data specifically in case they are just trying to free space).
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Persistence Data Rollback Support
At the moment there is a high risk that a world builder may release an update to their world that ends up breaking everyone's Persistence data in an unrepairable way. This could be caused by bugs within Persistence itself. When either of these conditions occur, there is zero recourse for the world builder to correct peoples' data beyond telling everyone to wipe their data completely, losing all progress. This can be catastrophic in cases where player progress was enhanced by purchases through the Creator Economy. This problem isn't unique to VRChat, as it occurs within Roblox as well, and is especially important due to how many transactions are tied to progress in their games. However, Roblox provides a comprehensive interface where the world builder can force a roll back of player saved data to any prior date at any time. This effectively eliminates all risk with releasing world/game updates, giving the builder recourse in the case of irrecoverable corruption. I brought this to Fax who thought it was a good idea and recommended making a Canny post, so this post is to request that we get a similar feature, so world builders have the option of force rolling back a prior date of saved Persistence data. An example world is my world: Elite's RNG Land. Players can purchase an upgrade that speeds up progression, however there have been instances where a bug, either through code or API bugs, caused players to completely lose months-worth of progress. The only recourse was to tell people to wipe their player data and start over.
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