SDK Bug & Feature Requests

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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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VRC Object Sync - MAJOR Performance Issues With a Real Solution
VRC Object Sync by default is a continuously operating script that pings locations to all players even when objects are at rest or behind the player/occluded by the world. As a result, once the object pool reaches higher numbers, over 200, frame times are permanently hindered as the game waits for all these pings. I'd tested in my world the difference between VRChat's default Object Sync script and MMMaellon's Smart Object Sync on about 212 objects. Performance with default object sync raised frame times to 16.7-17ms. MMMAellon's Smart Object Sync brought framerates down to 2.4-3ms, an overall savings of around 4-5x performance improvement. And this is not on a slow PC - this is on a Ryzen 7 7800x3D with a Noctua NH-12s cooler, an RTX 4070, and 64 GB of RAM. You cannot simply add power to fix the problem. MMMaellon's script does a lot to improve performance, but the core function allows objects at rest to stop pinging unless exerted by an external force. They are also developing a newer version of the script that cuts bandwidth in half. As VRC adds more dynamic global objects through the inventory system, I fear this issue will only become more exasperated the longer global sync gets ignored. I highly recommend enabling higher performance syncing methods by default for newer worlds and enabling the older sync system only when absolutely necessary. As many maps feature QV pens, pool tables, grabbable pillows, coffee and drink prefabs, and other grabbable synced objects, this will have an immediate performance impact across the entire game, and it's something all creators need to be made aware. https://github.com/MMMaellon/SmartObjectSync
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