Add a system that allows world creators to programmatically spawn separate, isolated instances specific scenes for small groups, then return players to a lobby instance when finished. The Problem: Currently, all players in a VRChat world exist in the same instance, meaning Performance degrades as player count increases Can't isolate small groups for competitive/co-op gameplay without forcing them to manually create new instances outside the world Can't split part of the worlds that are meant for different gameplay purposes (Lobby, In-Game, AFK Lobby) without uploading different worlds, hurting playercount. Proposed Solution: Allow world creators to programmatically create sub-instances - separate VRChat instances that players can be sent to and returned from via Udon. Example Flow: Main Lobby Instance (80 players) - Social hub, party formation, leaderboards Players form a group and trigger "Start Game" New Sub-Instance Created - VRChat spawns a new instance with: Different Unity scene (e.g., the actual game map, not the lobby) Fixed players (For gameplay and balance purposes.) Only loads game-relevant scripts and objects Completely isolated from the lobby instance Players play the game in this clean, performant environment Return to Lobby - When finished, players are sent back to the original lobby instance (or any instance that is a lobby instance) Why Separate Instances Matter: Performance - Players in the game don't have to sync with 80 people in the lobby Isolation - No interference from other players, guaranteed player count Scene Management - Lobby assets/scripts don't load in the game instance, game assets/scripts don't load in the lobby Scalability - Supports many concurrent groups running a complex game without bottlenecking the main lobby Lobby system brings in that important social bigger than oneself feeling. Technical Requirements: World creators would need Udon APIs to: Create a new instance of a specific scene with defined parameters (player cap, access control) Send specific players to that instance Return players to the original lobby instance when the game ends (or any lobby) Optionally: Pass data between instances (score, loadout, etc.) Use Cases: Dungeon Crawlers - Party forms in lobby → enters isolated dungeon instance → returns with loot Lethal Company-style Co-op - 4 players drop into a procedural map for a scavenging run, return to lobby to sell/upgrade Competitive Minigames - Clean, performant 1v1/2v2/4v4 matches without lobby interference Current Workaround (and Why It Sucks): Right now, players have to: Leave the world entirely Manually create a new instance in a separate world via the worlds menu Invite their friends Play the game Leave and rejoin the lobby world This breaks immersion, kills player retention, and makes discovery nearly impossible since it will split playercounts. Also persistence currently doesn't support sharing data in multiple worlds.