VRC_World coordinates change after compile
Naticus
After the SDK update on 1/26/18, there is now a bug related to the positioning of the VRC_World (and possibly other VRC prefabs) after a world is compiled or when a scene is reopened. This is related to a scene containing objects that are parented. If objects in the scene are unparented prior to adding the VRC_World, this fixes the issue. Please fix for the sake of organized projects everywhere!
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EvolvedAnt
Ok now I think I understand... people are using the 'Prefab' VRC_World instead of making their own VRC Scene Descriptor from scratch, and are using that object as the spawn location for players. This object is moving around per publish of the world, causing the spawn location to move.
The location of the world descriptor shouldn't matter if you use unparented empty's as the player spawn locations. But clearly a lot of people just use the prefab, so yeah if that is moving around per publish in the latest SDK that's a problem.
owlboy
EvolvedAnt: I definitely always use VRCworld as the spawn object. 😋 it’s always felt like the right thing to do.
Naticus
EvolvedAnt: Dropping the VRCworld, is definitely the easiest and laziest way to throw a spawn into a world so I suspect that method is used heavily. I use it most of the time when I don't care about multiple spawn points.
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EvolvedAnt
owlboy: To be honest, I always felt it was odd that your Pug is so well made and professional, but whenever everyone joins your room at the same time from a portal, we all spawn on top of each other... You really should make a few spawn spots in that loading area so people spawn separated a bit. Would at just a bit more polish to your great room.