I have encountered a problem related to Unity's DSP chain and Udon. I am planning to create an audio focused world, where I need to implement a custom DSP algorithm on audio that can respond to player behavior/controls in real-time. In the native Unity Mono framework, I can insert custom effects into the audio DSP chain by implementing the OnAudioFilterRead method in MonoBehaviour (see https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnAudioFilterRead.html ). In the UdonSharp documentation, I found that there is a method stub for OnAudioFilterRead in Unity events (see https://udonsharp.docs.vrchat.com/events/ ), so I should be able to implement it. However, it does not work in my Unity setup. I also saw a post on Canny mentioning that a component called OnAudioFilterReadProxy should be automatically added to the object if OnAudioFilterRead is implemented (See: https://vrchat.canny.io/udon/p/order-of-onaudiofilterreadproxy ), but this is not happening on my end. Any idea what could be going wrong with my script or configuration? Or it is a bug? My test code is like the following: using UdonSharp; using UnityEngine; using VRC.SDKBase; using VRC.Udon; public class SimpleSineGenerator : UdonSharpBehaviour { [SerializeField, Range(0, 1)] private float amplitude = 0.5f; [SerializeField] private float frequency = 261.62f; private double phase = 0; private double sampleRate = 48000; public void Update() { // verify that the script is running transform.Rotate(Vector3.up, 90f * Time.deltaTime); } public void OnAudioFilterRead(float[] data, int channels) { // DSP code double phaseIncrement = 2 * Mathf.PI * frequency / sampleRate; for (int i = 0; i < data.Length; i += channels) { phase += phaseIncrement; if (phase > 2 * Mathf.PI) { phase -= 2 * Mathf.PI; } float value = amplitude * Mathf.Sin((float)phase); for (int j = 0; j < channels; j++) { data[i + j] = value; } } } }