SDK Bug & Feature Requests

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Upgrade Harmony to 2.4
The Harmony package, used by Udon Sharp, and a handful of third-party community plugins for runtime patching in the editor, has been updated to officially support ARM64 on all platforms (Windows, Linux, and yes, Mac). This will correct any in-editor issues when running the Unity Editor on these platforms. Whilst VRChat itself may only support PC & Android, the Unity Editor is a cross-platform utility, and there are a variety of folks with ARM-equipped machines who use such hardware for primary development, and therefor experience issues with the editor without patching. With the advent of full iOS support on the horizon, this may further increase the # of Mac-based content creators. Please update the provided package. Release notes for version where ARM64 support was added Addendum An experimental VPM package can be found at MisutaaAsriel/VRCHarmony which installs a packaged release of Harmony 2.4.1. Unity appears to, in all testing, prefer the package's copy of Harmony over the version included by the VRC Base SDK. This package may also be installed using the following VPM repository: Dreemurrs-Repository VRChat may use the DLL provided from this repository if need be, or take over the package if they so wish. — It is currently built off of the Release target of Harmony, at the solution level, with .NET Framework 4.5.2 using GitHub Actions Note Building Lib.Harmony against the DebugFat target at the project level, or building it for Release against net452 at the solution level creates a successful drop in replacement. The release builds when built at the .NET project level or downloaded from the main Harmony repository currently output a mangled DLL that Unity Burst is incompatible with. A bug report is open on this here: pardeike/Harmony/issues/728 For further reference, the original copy of Harmony is built against .NET 4.5.0, which is no longer a valid target. 4.5.2 was chosen as its nearest replacement. Edited @ EPOCH 1757603286
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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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