SDK Bug & Feature Requests

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World Description Garbled Upon Submission With Certain Words And No Clear Pattern
This appears to affect all platforms and all SDK versions. Whether a world description is changed on Creator Companion or on the website, the same issue occurs. Seems to be a backend issue. I am trying to add a description to a newly uploaded world. The word "Black Jack" or "Blackjack" being in the description causes the text to become garbled. The text is removing all punctuation, symbols, and numbers and also scrambling words in a random way. This does not occur if the only word in the description is "blackjack" with no other text. I also noticed that removing numbers, symbols, and punctuation affects this by making text less garbled, but the word "black jack" will still be changed to say "stack jack". It seems that whatever is validating world descriptions is significantly malfunctioning with certain inputs. Attached is a screen recorded video showing some of this behavior, using a description submission on the website. The same issue occurs if the text is submitted in the Unity SDK. For the time being, I'm using "BIack Jack" (the L replaced with a capital i) in the world description, and that validates correctly. Sample input: [Under construction] Chill space station with lots of activities․ There are also some VR 3D 180 degree photos on display of behind the scenes NASA stuff and of a NASA museum. Based on Celestia by Zelfine․ Activities˸ Uno‚ Black Jack‚ Poker‚ Pool Table‚ Crane Machine‚ Slot Machine‚ Gachapon‚ Space Invaders‚ Asteroids‚ Jenga‚ Connect 4․ This world is not affiliated with nor endorsed by NASA․ Any opinions expressed belong to the creator․ Output: underc onstructionch illsp acest ationwi thlo tsof ac tivitiesthe reare als osom evrd de gr eep hotoso ndispl ay ofbehin dt hescen esn asastu ffan dofan asa mu s eumb asedonc elest ia byzelfin ea ctivitie sunostackja ckpo kerpo oltab lecran emac hinesl otmac hinegach apon spaceinv adersaste roids jengaconn ectthiswor ldisno taffili at edwi thnor en dor sedbynasaa nyop ini onsexpre ss edbel ong tothecre ator Sample input: Under construction Chill space station with lots of activities Based on Celestia by zelfine Activities Uno Black Jack Poker Pool Table Crane Machine Slot Machine Gachapon Space Invaders Arcade Machine Asteroids Arcade Machine Jenga Connect Four Output: [Note that Black Jack is changed to stack jack]: under construction chill space station with lots of activities based on celestia by zelfine activities uno stack jack poker pool table crane machine slot machine gachapon space invaders arcade machine asteroids arcade machine jenga connect four Sample input: Black Jack Output (Correct): Black Jack
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Bug Report
"Freeze to world" on constraints won't turn off and on again correctly if the constraint was turned on in the same frame
Following up https://feedback.vrchat.com/sdk-bug-reports/p/freeze-to-world-on-constraints-will-always-bake-offsets-if-there-are-0-sources A parent constraint with "Freeze to world" enabled before the object containing it is turned off will not properly snap back when "Freeze to world" is disabled and the object is turned back on (on the same frame), if "Freeze to world" is re-enabled a frame later. Repro: Two objects, X (i.e. the avatar's armature) and Y (droppable) Parent constraint on object Y has a single source to X, activated via "Zero". A toggle is linked to two animations: * False = Object Y is turned off (2 keyframes, both are the same, animation duration is 0.017). * True = Object Y is turned on, "Freeze to world" is disabled on keyframe 0, enabled on keyframe 1 (animation duration is also 0.017) Assumption would be that because the parent constraint "freeze to world" is turned off, it would make object Y snap back to object X. This works in the editor , but does NOT work in game. A further observation was then made - adding a 3rd keyframe ("keyframe 2", animation duration 0.033) that is a copy of "keyframe 1" (object on, freeze on) made it work in game, but removing "keyframe 1" (so the animation duration is simply longer) did not solve it, it appears that for whatever reason the duplicated keyframe is necessary for the expected unfreeze/freeze snap to work in game.
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Bug Report
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tracked
VRC SDK keeps re-enabling Auto Graphics for Linux, forcing unity to open in opengl instead of vulkan (overriding previous settings)
After testing, different of standard unity editor behavior where turning off auto graphics API for linux lets you reorder the graphics APIS and make unity try to first load with vulkan, VRC SDK on editor unload re-enables Auto Graphics API for linux, meaning that on the next project startup it will launch on OpenGLCore which is a broke renderer, and much slower, and since it is a different renderer this also triggers the assets to be rebuilt making the startup time infuriately long. This behavior is different of standard unity editor behavior that maintains the selected option across many restarts of the editor, this behavior only happens when VRC SDK is installed on the project. Tested with an empty VRC Avatar project to confirm it is in fact VRC SDK causing this behavior. Attached are 2 images, showing how OpenGL is rendering in a completely broken manner, while vulkan renders normally. Hardware & Software Specs: Operating System: CachyOS Linux KDE Plasma Version: 6.6.4 KDE Frameworks Version: 6.25.0 Qt Version: 6.11.0 Kernel Version: 7.0.3-1-cachyos (64-bit) Graphics Platform: Wayland Processors: 12 × AMD Ryzen 5 4600G with Radeon Graphics Memory: 32 GiB of RAM (27.3 GiB usable) Graphics Processor 1: AMD Radeon RX 7700 XT Graphics Processor 2: AMD Radeon Graphics Manufacturer: Micro-Star International Co., Ltd. Product Name: MS-7C96 System Version: 1.0 Unity 2022.3.22f1 Available Graphics APIS: Vulkan OpenGLCore Tested on an empty project created with Unity Hub (shows correct behavior) And on a VRChat Avatar project created with ALCOM (shows wrong behavior [keeps resetting to OpenGL on editor exit]) Created from: https://help.vrchat.com/hc/en-us/requests/692576
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Bug Report
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