VRCSceneTemplateInitializer does not create the default sample scene when the UDON preprocessor symbol is already defined on the first launch. Steps to reproduce Prepare a VRChat Worlds template with the UDON preprocessor symbol already defined. The original report used a project template generated by ALCOM 1.1.5 or earlier. (We added a workaround in 1.1.6.) However, the issue can also be reproduced by modifying a VCC template to include the UDON preprocessor symbol in ProjectSettings.asset . For reference, ALCOM's Worlds template included the UDON preprocessor symbol to reduce the initial Unity launch time by avoiding recompilation of most assemblies. Launch Unity. VRCSceneTemplateInitializer should create the default scene, but it does not. Cause of the bug This bug is triggered by the combination of the following conditions: UdonSharpDataLocator does not exist in the project. This causes Assets/UdonSharp/UtilityScripts to be generated during the first assembly load. The UDON preprocessor symbol is already defined before the first compilation. This causes [InitializeOnLoad] in VRCSceneTemplateInitializer to run during the first assembly load. The sequence of events is as follows: Unity compiles scripts normally. Unity calls the static constructor of VRCSceneTemplateInitializer because of [InitializeOnLoad] . VRCSceneTemplateInitializer checks SessionState.GetBool(HasRunStateKey, false) , which is false , so it sets HasRunStateKey to true and registers an EditorApplication.delayCall to generate VRCDefaultWorldScene . Unity calls some [InitializeOnLoad] methods from UdonSharp, and UdonSharp generates Assets/UdonSharp/UtilityScripts . Unity recompiles Assembly-CSharp and reloads the domain. Note that the registered delayCall is never executed before this reload. Unity calls the static constructor of VRCSceneTemplateInitializer again because of [InitializeOnLoad] . This time, SessionState.GetBool(HasRunStateKey, false) returns true , so nothing happens. As a result, the logic that generates VRCDefaultWorldScene is never executed. (The order of steps 2 and 3 may differ, but the result is the same.) For comparison, the following sequence does not cause the bug when the UDON symbol is not initially defined: Unity compiles scripts normally, but the VRC.SDK3.Editor assembly containing VRCSceneTemplateInitializer is not compiled because of "defineConstraints": ["UDON"] . Unity calls some [InitializeOnLoad] methods from UdonSharp, and UdonSharp generates Assets/UdonSharp/UtilityScripts . EnvConfig.cs checks for VRC.Udon.UdonBehaviour and adds the UDON preprocessor symbol. Unity recompiles all assemblies and reloads the domain. Unity calls the static constructor of VRCSceneTemplateInitializer because of [InitializeOnLoad] . SessionState.GetBool(HasRunStateKey, false) returns false , so it sets HasRunStateKey to true and registers an EditorApplication.delayCall that generates VRCDefaultWorldScene . Unity executes the EditorApplication.delayCall , and VRCDefaultWorldScene is generated correctly. Suggested fix The issue is that HasRunStateKey is set to true before the EditorApplication.delayCall is actually executed. I believe moving the HasRunStateKey assignment into the EditorApplication.delayCall lambda would fix the issue.