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.
Collider edge gravity riding bug
Try it out in this world: https://vrchat.com/home/world/wrld_0d5aae29-9ff4-4230-9697-cea19a896b79 When standing at the edge of a Box Collider (I have not tested other types of Colliders), .InPlayerGrounded() remains false incorrectly, while the player is still being held up by the Collider. The resulting chain of effects: Player retains velocity as if in mid air, thus creating a sliding effect along the direction the player was moving. While in this state, player cannot jump, just like in mid air. While in this state, player can move and change direction of the sliding (again, as if in a pseudo state of free falling mid air). While in this state, player is also continually being affected by gravity therefore can accumulate an infinite amount of downward velocity (minus Y) while in this sliding state or "gravity riding" state. When the player eventually exits this state (when his capsule is no longer being held up by the collider, or if he steps onto the collider properly), the massive downward velocity will snap the player to whatever floor surface is below the player in an instant, rather than the expected effect of start free falling with an initial zero downward velocity and slowly becoming faster like you would stepping off a high platform. Further testing or related bugs: The player capsule behaves differently while walking into different types of Colliders (e.g. Box Collider, Capsule Collider, Mesh Collider etc) so this effect might or might not appear with other colliders. But it certainly does with Box Colliders (test it in the above world).
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Allow worlds/Udon to officially control the local listening position and orientation (consistent on Desktop and VR)
Current problem: Some worlds use an AudioListener-based workaround to simulate moving the user's ears to another point in the world, for example for dummy-head ASMR style effects. However, on Desktop, when the listening position is moved this way, distance and volume appear to follow the moved listening point, while directional localization (left/right directionality) still remains tied to the player's original viewpoint. As a result, the gimmick does not work correctly on Desktop. The same gimmick works as intended in VR. I have also confirmed a difference in PPC° between VR and Desktop in the Audio Sources Debug View. I can provide screenshots and other supporting material if needed. Use cases ASMR / dummy-head style "ear-level" audio presentation using a listening point placed in the world Observer camera / special viewpoint gimmicks where the visual viewpoint and listening point should be separated Audio-driven experiences where distance and direction should be designed around a specific in-world ear position Requested change Instead of relying on unsupported AudioListener-based workarounds, I would like an official and safe way for worlds/Udon to control the local user's listening position and orientation (listener transform). Requirements: It should work consistently on both Desktop and VR Directional localization should update correctly, not just distance attenuation / volume It only needs to affect the local user Network synchronization is not required Why the current workaround is insufficient AudioListener is not part of the allowlisted world components, so it is not an officially supported component for worlds Because of that, platform differences (such as Desktop vs VR) and future breakage are difficult to avoid VRChat already has official functionality such as Audio from Camera, which changes where audio is heard from For that reason, it would be very helpful to have a similarly official and safe way for worlds to specify a local listening point Scope / non-goals This is not a request to bypass normal audible range, occlusion, or existing voice distance rules This is not a request to force other players' listening positions to change A local-only solution is sufficient This is not intended for eavesdropping or expanding what a player is allowed to hear beyond normal rules Possible safety constraints would be fine, for example: Explicit per-world opt-in Local-only behavior Existing distance attenuation and audibility rules remain unchanged Minimal repro Minimal repro world: https://vrchat.com/home/world/wrld_c84d1e3b-d5bb-410d-b407-064b49fb56db Repro steps: Join in VR → the gimmick works as intended, with both distance and direction matching the moved ear/listening position Join on Desktop → distance / volume follows the moved listening position, but directional localization still remains based on the original player viewpoint If needed, I can also provide the following on request: A VR vs Desktop comparison video Debug View screenshots (Audio Sources: PPC°, Dist, lG/rG dB, d) VRChat version / build number
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