SDK Bug & Feature Requests

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[3.8.2] VRChat SDK Causing False Prefab Overrides on Upload and Interaction
Summary: The VRChat SDK is causing Unity to falsely detect prefab overrides when no actual changes have been made. This issue occurs both during general SDK activity (not just when opening the SDK tab) and specifically when uploading or updating avatars. It often flags the Avatar Descriptor component as "changed," even when untouched. Steps to Reproduce: Open a Unity project with VRChat SDK (SDK3 - Avatars). Create or load a prefab-based avatar. Upload or re-upload the avatar via the SDK. After upload completes, observe that the avatar prefab now shows "Unapplied Overrides" in the inspector. Open the prefab and inspect the VRC_AvatarDescriptor — Unity claims it's been modified, even though no changes were made. Expected Behavior: Uploading or interacting with the SDK should not trigger false prefab overrides when no values were changed. Avatar Descriptor and other components should remain untouched unless explicitly edited. Actual Behavior: Prefab instances are flagged with "Unapplied Overrides" after uploading or interacting with the SDK. The VRC_AvatarDescriptor component is frequently shown as modified, despite no visible differences. These overrides appear without user input, leading to confusion and unnecessary prefab management. Known Triggers: Uploading or re-uploading avatars. SDK interactions during project use (not limited to opening the SDK tab). SDK updates that introduce new systems like (often re-introduce the bug): PhysBones, Constraints, Per-platform Avatar Overrides Impact: Disrupts normal Unity workflow and prefab integrity. Forces creators to manually check or apply overrides to maintain consistency. (Sometimes not even working and getting stuck in an override change loop) Risk of unintentionally applying unwanted changes or overwriting important prefab data. Time-consuming and frustrating for creators managing large or complex prefabs. Additional Notes: This issue has persisted across multiple SDK updates and is easily reproducible. It appears tied to how the SDK modifies or refreshes component data internally. Given how fundamental prefabs are to Unity projects, this issue should be considered a high-priority bug — especially for avatar creators relying on clean and reliable prefab behavior.
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Proposal for fixing Audio Filters (eg low-pass) support for AVPro
I believe it is time to get a solution to the most plaguing issue (in my opinion) of AVPro: Audio Filters I do not think this is a "can't fix" situation. In this proposal I will go over the problem, considerations that have been discussed historically, and the solution I believe is feasible to implement with working sample code. ### Previous Cannys 1) https://feedback.vrchat.com/open-beta/p/986-avpro-player-ignores-lowpass-reverb-and-other-filters 2) https://feedback.vrchat.com/sdk-bug-reports/p/avpro-video-player-audio-filter-issue 3) https://feedback.vrchat.com/sdk-bug-reports/p/sound-effects-are-not-applied-to-audiosource-using-avpro-that-comes-with-sdk3 4) https://feedback.vrchat.com/feature-requests/p/usharpvideo-stream-audio-does-not-support-filters ### Crux of the issue As previously discussed in above canny #1, the current way of handling the AVPro speaker component (type named AudioOutput ) is that the component is implicitly created via AddComponent on the same game object. This has the critical drawback of being unable to respect any audio filters due to the DSP filter chain being _component order dependent_. The second half of this issue is that Unity has no runtime native way to change the ordering of components without fully reconstructing the references. This causes very obvious issues in regards to dependent scene references. (TCL's comment in canny #1 clarifies this as well) ### What has been considered Detecting and destroying/rebuilding known filter components after the implicit component is added. This is bad because all scene references to those components would be lost (eg: UI Events or public Udon variables). To avoid the lost components issue, a full scene search would be required in order to update the references which is costly and fragile. Placeholder components (shims) for each filter type that gets implicitly created after the implicit AudioOutput This is bad because it does not allow users to reference the actual filter components in the inspector (namely an issue for UI Events) Allow adding the AudioOutput script manually in scene and have the speaker search for it before trying to implicitly add the component. This is bad because it requires that the user import the AVProTrial package to be able to use built-in unity audio filters. This needs to be compatible with situations where the user does not wish to import that package so the dependency is decoupled from the feature itself. ### Proposed Solution A shim script that inherits from the AudioOutput class combined with a compiler flag for detecting if AVPro is present, and if not, then have a stub type of the _same namespace and type name_ which is _ONLY_ present in the sdk. Then update the VRCAVProVideoSpeaker to check for the existence of the shim component before creating an implicit AudioOutput, using it instead if found on the game object. This ensures that when the main shim script is loaded in editor, it is already a valid AudioOutput component and the component order is correctly retained so the Audio Filters will work correctly. In the SDK, the script type will check for the existence of AVPro through a version define, and if NOT present, will enable the AudioOutput stub class of the same namespace. An example of what it might be like: https://gist.github.com/techanon/41efc336604e148dde55862bff1778d9 I've tested this specific example in editor and it works there. Can't test in-client obviously.
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