World/Udon Bugs & Feature Requests

Post about current World or Udon bugs feature requests. One item per post!
Non-constructive and off-topic posts will be moved or deleted.
Global Client-Side Sync Offset for Large-Scale Worlds
VRChat currently assumes that all synchronized positions exist in a single global coordinate space. This approach works well for small and medium-sized worlds, but becomes a significant limitation for large-scale environments such as flight simulators, space simulations, vehicle worlds, and open-world experiences where players can travel far from the world origin. As synchronized objects and players move farther away from (0,0,0), floating-point precision gradually decreases due to inherent limitations of standard floating-point representation. This leads to visible jitter, unstable rendering, reduced spatial accuracy, and degraded VR comfort, especially in fast-moving environments. In VR, these issues become noticeable much earlier than on traditional flat-screen applications. Existing Demand and Workarounds The need for large-scale coordinate management is already demonstrated by existing world implementations. Several world developers have created custom systems that apply local coordinate offsets, player relocalization, or proxy-based movement systems in order to mitigate precision issues at large distances. These approaches often rely on re-parenting players, manipulating seat or attachment systems, or building custom synchronization layers on top of VRChat’s networking model. While these solutions demonstrate clear demand for improved large-scale spatial handling, they are inherently complex, fragile, and costly to maintain. They require per-player tracking, custom smoothing logic, edge-case handling for interactions with existing VRChat systems, and careful synchronization management. Even then, they remain partial workarounds rather than robust, general-purpose solutions. The fact that multiple independent world creators have converged on similar workarounds indicates a real and recurring need that is not currently addressed at the platform level. Proposed Solution Introduce a client-side Global Sync Offset that is applied uniformly to all synchronized spatial data. The offset exists only on the local client and does not modify any networked or server-stored data. VRChat’s networking model remains unchanged and continues to operate in a single consistent global coordinate space. Conceptually: Incoming synchronized positions: LocalPosition = NetworkPosition - Offset Outgoing synchronized positions: NetworkPosition = LocalPosition + Offset This ensures that all relative distances between objects and players remain identical, while allowing each client to maintain numerical stability by keeping relevant geometry closer to a local origin. The offset is applied strictly as a final transformation step after simulation and interpolation, but before rendering. Benefits Enables proper floating-origin systems for Udon worlds Improves stability for large-scale and high-speed environments Reduces floating-point precision issues far from the world origin Eliminates the need for complex per-player synchronization workarounds Preserves all existing networking assumptions and relative spatial consistency Requires no changes to server-side synchronization logic Important Note This system does not modify simulation, physics authority, ownership, or networking behavior. It only affects local client-side spatial representation of already-synchronized data. Potential API Example SetGlobalSyncOffset(Vector3 offset) GetGlobalSyncOffset() This feature would allow world creators to build significantly larger and more complex environments while remaining fully compatible with VRChat’s existing networking architecture.
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Feature Requests
Verification Pathway for Expanded World API Access
This feature request is asking for a way for established world creators to earn expanded access to networking APIs (dynamic URLs, lower rate-limit floors on VRCStringDownloader and VRCImageDownloader , and related capabilities) that are currently only available to partner organizations like Furality (and I want to say Popcorn Palace, since it seems they query way faster than every 5 seconds according to VRCX). The pathway would be based on objective criteria such as published world count, total visits, account standing, and/or a verification process. For context, attached is a video from Alofoxx at Furality, talking about how they have less-restrictive API access as a Partner. I acknowledge that the scope of Furality is very different from a small world creator. However, I believe that more dynamic web API access could unlock so many more possibilities, especially as related to cross-world functionality that was never possible before. Current state VRChat's networking restrictions exist for good reasons: VRCUrl fields must be pre-baked at world upload; dynamic URL construction isn't allowed VRCStringDownloader has a 5-second floor between requests per URL VRCImageDownloader has similar throttles These protect against IP-grabber worlds, runaway request loops, and abuse from poorly-written or malicious Udon These are sensible defaults. They prevent a lot of harm. But they also wall off entire categories of integration that would otherwise be straightforward. Anything that talks to a live external service (a content backend, music sync, a leaderboard, an event hub) runs into them quickly. The gap Partner organizations get expanded access for exactly this reason: their events depend on it. But there's no clear path for a regular creator to reach a similar tier, even if they've shipped multiple stable worlds in good standing and are building something legitimate that needs the same capabilities. The current model is effectively binary: locked down, or partner. Precedent: the pieces already exist VRChat already has multiple pieces of this in production. When joining Furality worlds, users see a permission prompt asking whether to allow that world's expanded API access, and the user confirms before anything elevated happens. On top of that, VRChat has built OAuth2 integration that Furality and others can use, letting users authenticate into external systems using their VRChat account. The consent UI exists. The backend gating exists. OAuth2 issuance and identity bridging exist. The trust model has been working at scale for major events. What doesn't exist is any public-facing version of any of it. There's no documented policy, no application process, no published criteria. As far as creators can tell, it's all private agreements case by case. It would be reasonable to assume this might eventually open up more broadly, but VRChat hasn't communicated anything about that, so creators have no way to plan around it or work toward it. Proposal Introduce a middle tier (or tiers) accessible to creators who meet objective criteria. Possible gating signals: A minimum number of published worlds in good standing (e.g., 3+ public) Cumulative visits or unique users across the creator's worlds Account age and clean community guidelines history An optional verification step (Existing ID, organization confirmation, or a simple application) Per-world or per-capability grants, rather than all-or-nothing Capabilities could be granular: a creator might earn dynamic URL access without changing rate limits, or earn lower rate limits without dynamic URLs, depending on the use case. Safeguards Expanded access is per-creator (or per-world) and revocable on TOS violations Network activity remains attributable for audit The existing user-consent prompt (already used for partner worlds) continues to apply Worlds using elevated capabilities could be flagged in metadata so users can see what they're entering The initial bar can be set conservatively and adjusted as the system proves out Why this matters A lot of the most interesting work people are trying to build in VRChat (community hubs that reflect live state, music and audio tools that integrate with external services, persistent event spaces, integrations with platforms creators already use) is currently blocked, made awkward, or restricted to the closed garden of partner orgs. Opening a path to expanded access for trusted creators would unblock a significant amount of legitimate work without removing the protections that keep new and unproven worlds safe by default.
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Feature Requests
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