SDK Bug & Feature Requests

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Unity ram leak
Hello. My unity keeps crashing whenever the VRC SDK base is added. This is the error: [ Could not allocate memory: System out of memory! Trying to allocate: 1674037094537B with 16 alignment. MemoryLabel: TempOverflow Allocation happened at: Line:525 in C:\build\output\unity\unity\Runtime\Core\Containers\StringStorageDefault.h Memory overview [ ALLOC_TEMP_TLS ] used: 0B | peak: 0B | reserved: 57769984B [ ALLOC_MEMORYPROFILER ] used: 210528B | peak: 374224B | reserved: 1048576B [ ALLOC_DEFAULT ] used: 330694668B | peak: 0B | reserved: 357425152B [ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 0B [ ALLOC_TEMP_JOB_4_FRAMES (JobTemp) ] used: 0B | peak: 0B | reserved: 33554432B [ ALLOC_TEMP_JOB_ASYNC (Background) ] used: 87B | peak: 0B | reserved: 9437184B [ ALLOC_GFX ] used: 13804352B | peak: 0B | reserved: 33554432B [ ALLOC_CACHEOBJECTS ] used: 23939508B | peak: 0B | reserved: 53133312B [ ALLOC_TYPETREE ] used: 1926456B | peak: 0B | reserved: 8388608B [ ALLOC_PROFILER ] used: 430000B | peak: 436768B | reserved: 16777216B [ ALLOC_PROFILER_EDITOR ] used: 0B | peak: 0B | reserved: 0B UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) ] I have confirmed hardware and virtual ram/memory is not faulty as older unity projects open and run, but any new projects almost immediately crash with the same above error. I have narrowed down the issue as coming from the XR plugins (openXR, OculusXR, XR plug in manager) that I have failed to remove or disable as unity auto reinstalls them and then crashes immediately when installed. I have confirmed this is the potential source as I ran a blank unity project without the SDK and the installed the XR manager/plugins, causing an instant crash. How do I remedy this or is there an SDK version that does not install or use the XR plugin ins as i don’t test my models in VR within unity itself. Latest VRC SDK as of 7/30/2026
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needs more information
Android build and test not working
Followed the this https://creators.vrchat.com/platforms/android/build-test-mobile/ but it fails to lunch vrchat on my phone after building it even puts the file on my phone so i know for sure adb is working and getting this in my editors console and tried this with 2 different world projects now AdbException: ADB failed with exit code 1. StdOut:Starting: Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] cmp=com.vrchat.mobile.playstore/com.vrchat.app.MainActivity (has extras) } StdError:Error type 3 Error: Activity class {com.vrchat.mobile.playstore/com.vrchat.app.MainActivity} does not exist. VRC.SDK3.Editor.Builder.ADB.Command (System.String[] arguments) (at <8c33ac67c14b4f31a7515261397206c6>:0) VRC.SDK3.Editor.Builder.ADB.StartVRChatIntoWorld (System.String remoteBundleFilePath, System.String appPackageName) (at <8c33ac67c14b4f31a7515261397206c6>:0) VRC.SDK3.Editor.Builder.VRCWorldAssetExporter.RunWorldTestAndroid (System.String bundleFilePath) (at <64d127784e7f4289a5a7ffbe49df807e>:0) VRC.SDK3.Editor.Builder.VRCWorldAssetExporter.RunScene (System.String bundleFilePath) (at <64d127784e7f4289a5a7ffbe49df807e>:0) Rethrow as WorldAssetExportException: An ADB command failed to execute. Check the console for more details. VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder.Build (System.Boolean runAfterBuild) (at ./Packages/com.vrchat.worlds/Editor/VRCSDK/SDK3/VRCSdkControlPanelWorldBuilder.cs:2576) VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder.BuildAndTest () (at ./Packages/com.vrchat.worlds/Editor/VRCSDK/SDK3/VRCSdkControlPanelWorldBuilder.cs:3282) VRC.SDK3.Editor.VRCSdkControlPanelWorldBuilder.OnBuildAndTestAction () (at ./Packages/com.vrchat.worlds/Editor/VRCSDK/SDK3/VRCSdkControlPanelWorldBuilder.cs:2147) System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0) UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0) UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0) UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
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Bug Report
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tracked
[1854] In local world testing, launching multiple clients causes the second and subsequent clients to freeze on a black screen
〇 Environment OS: Windows 11 Pro 25H2 Build 26200.8457 Unity: 2022.3.22f1 VRCSDK: 3.10.3 〇 Summary When performing local world tests using Build & Test Your World or Test Your Last Build, launching multiple clients simultaneously may cause the second and subsequent clients to become stuck on a black screen. Launching clients with a delay between each instance can partially mitigate the issue. 〇 Steps to Reproduce Open the VRChat SDK in Unity. Run Build & Test Your World or Test Your Last Build. Launch multiple clients at the same time. The second and subsequent clients may remain stuck on a black screen and fail to proceed. 〇 Additional Reproduction Conditions Based on investigation, this issue appears to be indirectly related to log output. The issue occurs consistently under the following conditions: Disable debug log output for the client. Launch the first client. Launch the second and subsequent clients. The additional clients will consistently become stuck on a black screen. 〇 Possibly Related Issue A potentially related issue, also suspected to be caused by log output, was observed: When two clients are running in a local test and are in the same world, performing a rejoin from one client causes VRChat to crash. After this occurs, VRChat will continue to crash consistently when rejoining the same world, even when running only a single client. This issue can be resolved by deleting the log files in the following directory: %HOMEPATH%\AppData\LocalLow\VRChat\VRChat 〇 Suspected Cause It is likely that a deadlock or similar resource contention involving log files is occurring, causing clients to freeze or crash. 〇 Expected Behavior All clients should launch and enter the world normally when running multi-client local tests. Rejoining a world should not cause crashes regardless of log file state. 〇 Actual Behavior The second and subsequent clients may freeze on a black screen when launched simultaneously. Under certain conditions, rejoining a world causes VRChat to crash persistently until log files are deleted. 〇 Notes This issue significantly impacts local multi-client testing workflows and should be addressed with high priority.
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Bug Report
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tracked
"Locked out" rotations on physbones do not travel up the chain when pushed by colliders
When physbone rotations are limited, the effects of physics settings such as gravity, as well as pulling on the physbone, will cause the "locked out" rotation to travel up the chain, for example: Making a vertical line of 3 bones and limiting the rotation to 10 degrees, then grabbing the bone at the bottom and moving it beyond 10 degrees will cause the parent to then rotate to follow it (since they're linked together) However this same behavior does not extend to collisions, pushing the bone described above with a collider will only cause it to move and lock out at 10 degrees, and won't travel up the chain to push the parent, I see this as a bug as the behavior differs depending on interaction method. Please allow the forces induced by colliders to travel up the chain (note that some physbones may have depended on the old behavior, so a physbone version bump i.e. 1.2 might be necessary). This currently makes setups like the ones in the attached images only function for grabbing, not collision (hinge rotation on root bone affects the glasses, collision radius set to 0.015 but reduced to 0 on the root bone via curve, dummy bone set to to overlap the glasses frame with collision, to provide a wider point of contact than what would be possible otherwise, hinge rotation set to 0 on the dummy bones, immediately locking out their rotation, which should cause any force induced on them to travel up the chain).
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Bug Report
[SDK3.10.1] Meaningless "VRCExpressionsMenu uses a parameter that is not defined." warning triggered for a parameter not used in the Expressions Menu during avatar upload
アバターのアップロード時に、Expression Parameters には登録されておらず、実際にそのパラメーターが一切使われていないにも関わらず、Alertsの欄で「VRCExpressionsMenu uses a parameter that is not defined.」という警告を受ける場合があります。 以下の手順で再現出来ます。 ・警告を発生させたいパラメーターを、アバターの Expression Parameters に登録する ・この Expression Parameters を参照して動作する Expressions menu 内の項目を "RadialPuppet" "TwoAxisPuppet" "FourAxisPuppet" のいずれかで作り、警告を発生させたいパラメーターを割り当てる(RadialPuppetであれば回転させて操作出来るパラメーターの方に割り当てる) ・その作った項目を "Button" "Toggle" "Submenu" のいずれかに切り替える ・警告を発生させたいパラメーターをそのアバターの Expression Parameters から消す 結果として、メニュー内で実際はそのパラメーターを使う要素が存在しないにもかかわらず、アップロード時にそのパラメーターが存在しない事を警告されるようになります。 Inspector を Debug 表示にして Expressions menu 内の先ほどの操作した項目を覗くとパラメーターの情報が残留しており、これは警告されるパラメーター名と一致している為このせいで警告されているようです。実際に取り除く事で警告は消えます。 また、この時残留する要素はパラメーターだけでなく Submenu も同様らしく、もし参照していた Submenu の中で更に登録されていないパラメーターが存在していた場合にも、そのパラメーターに関する警告が出ます。 そしてこれらの残留する要素は Expressions menu の一番下の項目として存在していた場合、プラスアイコンを押して新規の項目を作った時にも全く同じものが割り当てられます。 これらの残留している情報は Expressions menu を作っている時には何も問題にならないように見える上に、実際に警告を無視してアバターをアップロードしても問題になった事はありませんが、警告自体が実際には意味が無いものとして振舞っているのは問題があるように思えます。 ~以下機械翻訳による英文~ When uploading an avatar, I sometimes receive an alert in the Alerts panel stating: "VRCExpressionsMenu uses a parameter that is not defined." This occurs even though the parameter in question is not registered in the avatar's Expression Parameters and is not used anywhere in the menu. Reproduction steps: Register the parameter that should later trigger the warning in the avatar's Expression Parameters. In an Expressions Menu that references that Expression Parameters, create an item of type RadialPuppet, TwoAxisPuppet, or FourAxisPuppet, and assign the parameter you want to cause the warning. (For a RadialPuppet, assign it to the parameter used for rotating/controlling the puppet.) Change that created item to one of Button, Toggle, or Submenu. Remove the parameter you want to trigger the warning from the avatar's Expression Parameters. Result: After these steps, uploading the avatar produces a warning that the parameter does not exist, even though there are no elements in the menu that actually use that parameter. Investigation / additional notes: If you set the Unity Inspector to Debug mode and inspect the item in the Expressions Menu you modified, parameter information remains in the item's serialized data. The leftover parameter name matches the parameter referenced in the warning, so this residual data appears to be the cause of the alert. Removing the residual data removes the warning. The residual data is not limited to parameters — Submenu entries also appear to retain references. If a referenced Submenu contains an unregistered parameter, the upload produces a warning about that parameter as well. Also, when these residual entries exist as the last item(s) in the Expressions Menu, pressing the plus icon to create a new item assigns the same residual serialized data to the newly created item. Impact and why this is an issue: These leftover serialized references do not seem to cause functional problems when building the menu, and ignoring the warning has not prevented successful avatar uploads in my experience. However, the warning behaves as if it indicates a real, actionable problem when in fact it is produced by stale serialized data in the menu. This appears to be a bug in the SDK/editor validation — the warning is effectively meaningless in this situation and can be confusing. Note: This report was written in Japanese and translated into English using machine translation. I reviewed and adjusted the translation for accuracy, but please let me know if any phrasing is unclear.
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