World/Udon Bugs & Feature Requests

Post about current World or Udon bugs feature requests. One item per post!
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New pickup highlighting actually causes unintended artifacts in some old gimmick worlds
Starting with Build 1878 (Open Beta) and Build 1885 (Live), there's a change to pickup highlighting which relates to VRC_Pickup with SkinnedMeshRenderer. It is written that "We feel that the amount of content this affects is extraordinarily small", but I have some worlds which are affected by this change. Some of them are SDK2 worlds and it would be a lot of work for me to fix all of them. I guess that some world creators (including me) assumed that SkinnedMeshRenderers are completely ignored by pickup highlighting, and I used this property to control pickup highlighting: Shader-based gimmicks often change the appearance of the mesh. In SDK2, use of SkinnedMeshRenderer is convenient for hiding its internal mesh shape and expanding mesh bounds. To select the highlighting mesh of pickups containing multiple child renderers, sometimes I change some renderers to use SkinnedMeshRenderer. Also, I preferred using the (fallback) collider outline for pickup highlighting. In this SDK3 era, I basically agree with the changes because there's a correct way to fix the issues. But I guess some worlds may still use this old technique. I want to say: Some world creators really care about the shape of pickup highlights. If the highlighting reveals the strange internal shape, players' immersion will be broken. Please keep existing behaviour as it is. I feel component versioning (e.g. VRC_Pickup Ver 1.1) is a very good idea, and it should be used more! I propose increasing the VRC_Pickup version number and keeping the old highlighting algorithm for older versions. I'm really sorry for not checking or reporting during Open Beta. I've attached some screenshots of my worlds which show how the new highlighting unintentionally reveals the internal mesh. (To be honest, I might be the one who uses this bad trick the most, though...)
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Bug Reports
Manual Udon serialization starts unsolicited 0-byte retry loop depending on same-GameObject UdonBehaviour composition/cardinality
Summary I found a reproducible Udon networking issue where a Manual-sync UdonBehaviour begins serialization without any user-code call to RequestSerialization(). The behaviour repeatedly receives: OnPreSerialization() OnPostSerialization(success = false, byteCount = 0) while the RequestSerialization call count remains 0. The issue depends on the composition/cardinality of UdonBehaviours attached to the same GameObject. Moving the additional UdonBehaviours to separate GameObjects prevents the issue in my isolated tests. Observed Behaviour With a Manual-sync Authority UdonBehaviour and certain additional UdonBehaviours on the same GameObject: RequestSerialization calls: 0 OnPreSerialization: repeatedly called OnPostSerialization: repeatedly called SerializationResult.success: false SerializationResult.byteCount: 0 I instrumented the first unsolicited serialization attempt. At FIRST OnPreSerialization: RequestSerialization count = 0 Networking.IsClogged = false Networking.IsNetworkSettled = true Networking.IsObjectReady = true local player is owner Authority SyncMethod = Manual Therefore the first observed serialization attempt was not preceded by an instrumented RequestSerialization call and did not begin while IsClogged was true. Minimal Cardinality Reproduction Using the same Authority behaviour and repeated copies of the SAME additional ProgramAsset on the SAME GameObject produced this pattern: Additional sibling UdonBehaviours: 0 -> QUIET 1 -> QUIET 2 -> unsolicited serialization loop 3 -> QUIET 4 -> unsolicited serialization loop 5 -> QUIET 6 -> unsolicited serialization loop 7 -> QUIET The positive cases repeatedly produced: Req = 0 Pre > 0 Post > 0 success = false byteCount = 0 This was not specific to one ProgramAsset. I reproduced the same cardinality pattern with another Udon ProgramAsset: 1 -> QUIET 2 -> unsolicited serialization loop 3 -> QUIET 4 -> unsolicited serialization loop I also reproduced it using distinct sibling ProgramAssets: 1 sibling -> QUIET 2 siblings -> unsolicited serialization loop 3 siblings -> QUIET 4 siblings -> unsolicited serialization loop I am NOT claiming that all even numbers of UdonBehaviours are generally broken. This is only the reproducible pattern observed under this isolated fixture configuration. Same-GameObject Isolation I then tested the registration/layout layer. Same GameObject: Authority + two relevant siblings -> unsolicited serialization loop Split GameObjects: Authority on GO-A Sibling 1 on GO-B Sibling 2 on GO-C -> QUIET Partial split: Authority + one sibling on GO-A second sibling on GO-B -> QUIET This suggests that same-GameObject Udon registration/composition is involved. Additional Cause-Layer Tests The problem was NOT reproduced simply by creating arbitrary zero-field behaviours. Controlled variants using inert zero-field Manual / Continuous behaviours remained QUIET in my tests. Changing between zero and one synced field also did not independently reproduce the issue. Therefore I currently classify this as a multifactor same-GameObject registration/composition issue rather than a bug in one specific script, NoVariableSync alone, synced-field count alone, or Manual sync alone. Expected Behaviour For a Manual-sync UdonBehaviour: If user code never calls RequestSerialization(), the owner should not enter a continuous OnPreSerialization / OnPostSerialization failure loop. In particular, I would not expect the addition/removal or placement of sibling UdonBehaviours on the same GameObject to cause unsolicited Manual serialization. Actual Behaviour Under the affected same-GameObject composition: RequestSerialization count remains 0, but serialization begins anyway. The first observed attempt occurs while: IsClogged = false IsNetworkSettled = true IsObjectReady = true It then repeatedly calls: OnPreSerialization() OnPostSerialization(false, 0) Important distinction VRChat documentation states that failed Manual serialization may be cached and retried when networking is clogged. That could explain repeated attempts AFTER a failed serialization event. However, in this reproduction the FIRST observed serialization attempt occurs with: RequestSerialization count = 0 IsClogged = false So the unresolved issue is what creates the initial Manual serialization event. Possible Related Existing Reports https://feedback.vrchat.com/persistence/p/persistence-does-not-restore-synced-variables-in-udon-components-other-than-the https://feedback.vrchat.com/bug-reports/p/pickup-events-may-not-be-called-when-multiple-udon-components-are-attached There are existing tracked reports involving multiple Udon components on the same GameObject, including: Persistence only restoring synced variables from the first Udon component Pickup events not reliably reaching multiple Udon components Those reports may or may not share the same underlying cause. This report describes a different failure mode involving the Manual serialization lifecycle. Impact This is particularly difficult to diagnose because: gameplay code does not call RequestSerialization the affected behaviour is Manual sync the behaviour may work or fail depending on same-GameObject composition changing hierarchy/component composition can make the issue disappear the resulting failed serialization loop can continue at a high rate In a modular Udon system, adding/removing otherwise unrelated sibling UdonBehaviours can therefore change networking behaviour unexpectedly. Workaround Separating the networking Authority UdonBehaviour and the additional UdonBehaviours onto different GameObjects prevents the reproduction in my isolated test. I consider this a workaround, not an explanation of the underlying behaviour. Reproduction Evidence I have retained: isolated minimal fixtures cardinality matrices ProgramAsset identities runtime SyncMethod fingerprints first-unsolicited-event instrumentation prefab/scene hashes for tested builds repeated runtime observations I can provide a stripped minimal Unity/VRChat reproduction project if useful.
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