VRChat 2020.1.1 is a massive release with a lot of changes, including changes to how networking operates. We will be monitoring network usage and health after release. If we observe unexpected behavior, we may make some tweaks live.
- VRChat Udon, a custom programming language just for VRChat, has been released into Open Alpha! Read more about Udon on our Getting Started with Udon doc page.
- VRChat has moved to Unity 2018.4.20f1! Please update your Editor accordingly
- Some new features and changes to the Status system, as described in our blog
- Added "Ask Me" status, which allows friends to request invites
- Renamed "Busy" to "Do Not Disturb". Do Not Disturb hides all invite requests
- "Do Not Disturb" and "Ask Me" statuses hide your location no matter what instance type you're in
- Status colors tweaked for readability and contrast
- A new Networking and IK system! This is an entirely revamped networking and IK system designed to improve fidelity while lowering bandwidth requirements and ping sensitivity. Read more about it on our blog post regarding the 2018 update (scroll to the bottom)
- People that are closer to you should have smoother IK
- Improved remote drawing using avatar hands
- Improved remote painting in worlds like Just Graffiti
- People far away or that aren’t visible use less bandwidth so people closer and visible can use more
- Improved replication of pose, particularly in hand positioning
- Improved replication of pose during fast or quickly-changing movements for people that are nearby and in-view
- Designed to be tweakable and changeable while live, meaning we can adjust values to improve general behavior without having to issue a new client version
- Improved network performance of synced objects
- Increased performance overall
- Player voice chat now adjusts quality dynamically based on available bandwidth and other factors
- Added the following components to the SDK2 avatar whitelist, and the SDK3 world whitelist. SDK2 worlds do NOT have access to these components.
ParticleSystemForceFieldto SDK3 world whitelist. SDK2 worlds do NOT have access to this component.
- Post Processing Stack v1 has been removed by Unity. If its scripts are present in a world, they will be removed. As a result, the world may look different until the author migrates to Post Processing v2
- It is expected that users migrate to Post Processing Stack v2, which is present in the Unity Package Manager
- There have been a few changes to the world component whitelist. See a full list in our Whitelisted World Components doc page. Depending on what SDK the world is built with, components from these packages are no longer supported and will be removed:
- Removed from all SDKs (including current worlds): Dynamic/Volumetric Fog and Mist, Post Processing v1
- Not supported in VRCSDK3: PhysSound, Realistic Eye Movements, Unity Standard Assets
- Updated Steam Networking to latest version to support relays, preventing user IP leaks
- Updated supporting libraries for SyncVideoStream player, which fixes YouTube Live Streaming
- Updated video helper binaries
- Some changes to Debug menu features
- Debug menu buttons are now disabled unless you run VRChat with
--enable-udon-debug-loggingcommand line argument to enable Udon heap and stack dumps in the client. Usually only enabled in editor
- Added new network and event debug displays; debug keys 7 and 8; only available to the world author or in local testing worlds
- Removed AMD graphics card check, it is no longer required
- Various performance improvements to the menu
--enable-sdk-log-levelswhich enables a large amount of SDK2 world logging for world creators
- Changes made to resolve some cases of excessive RAM usage
- Network performance enhancements across the board
- Multiple adjustments to logging, reducing spam
- Improvements to crash logging details
- Many memory leaks have been plugged up (but not all, we're still hunting)
- Work done to improve CPU usage in many situations
- Lots of small changes across the board to improve RPC and networking behavior
- Security: VRChat will now check to make sure that the youtube-dl binary shipped with VRChat is being used on startup. If a mismatch is detected, a warning is issued. We only support the use of the youtube-dl binary shipped with VRChat
- Fixed a bug where local lag would occur when hand gesture animations ran incorrectly
- Fixed a bug where gesture-based animations would sometimes not show properly in mirror
- Fixed some issues with avatar favorites
- Fixed some issues with avatars rigged as Generic not animating properly
- Fixed an issue on Oculus Quest where permissions dialog would appear at the wrong time
- Some tuning regarding how RAM is used and cleared when downloading asset bundles (like avatars)
- Fixed a long-standing issue that should greatly reduce or eliminate VRChat hanging when shut down
- Spurious delays in executing triggers are reduced
- Out-of-order issues with executing events are reduced
- Numerous bugs in ownership have been addressed
- Safety and Security fixes
The current SDK has a critical bug with
SyncVideoStreamcomponents, and future Clients will be incompatible with worlds uploaded with the current SDK that uses those components. We recommend not uploading any worlds that use those components until the SDK has been updated.
- If a mesh in a world has mesh read/write disabled, it will not properly generate colliders (you may fall through floors). Enable Mesh Read/Write.
- Enabling "Prebake Collision Meshes" in your editor may also help mitigate this.
- Some content rows (avatars) will disappear if you scroll too far while in "collapsed" mode. Click the "Expand" button to work around this.
- Chairs on avatars will not work unless they're enabled via an animator. This is not intended behavior, and will be fixed.
- Joining a "hardcapped" instance will result in a hang on a black screen
- Video players will produce crashes on systems with Windows Media Foundation library missing. This only occurs on unsupported operating systems (Windows 7, running on Linux via Proton, etc). This is a "Won't Fix" issue, as we do not support these operating systems. This known issue will not be listed in future changelogs.
The VRChat SDK is now split into "VRCSDK2" and "VRCSDK3". It is best to consider worlds as being either "SDK2" or "SDK3" worlds. They cannot be used together.
- You cannot mix Triggers/Actions (SDK2) and Udon (SDK3).
- VRCSDK 2 uses Triggers and Actions.
- VRCSDK 3 uses Udon.
- VRCSDK 3 cannot be used to create avatars at this time.
Read more about VRCSDK3 in our "Getting Started with Udon" thread on the VRChat Ask forum.
- SDK will now automatically detect and assign visemes using a fallback logic that will prioritize blendshapes named with prefixes 'vrc.v', or 'v' followed by the standard viseme names
- The "Auto Detect Visemes" button will also warn you if you don't have an Animator on your avatar
- SDK Avatar Builder error / warning boxes have "Select" buttons that will now highlight problematic sub-objects within the avatar
- Added Layer Options to
OnParticleCollisionallowing you to specify what layers trigger
OnParticleCollisionin the same way as OnEnter/Exit Trigger/Collider. This should increase possibilities and allow for more refined gameplay when creating particle guns
- SDK will now warn you if you have a Post Processing Volume component on your reference camera (which you shouldn't do) and offers an auto-fix for it
- SDK will now remind you to remove extraneous keywords on the materials on your avatar
- We've also provided a utility to help remove those keywords
- SDK now warns you at build-time if "Auto Generate GI" is on (which may cause crashes during Build & Upload)
- SDK now warns you if you are using Substance procedurally generated materials, as they will no longer generate at load time. Please use the "Bake and Discard" option, or bake your Substance materials to textures before importing into Unity
- Added a SDK tool to help fix issues with color space introduced by changes in Unity 2018
- SDK blocks avatar upload error if mipmapped avatar textures do not have streaming enabled, and provides an auto-fix
- Editor Trigger gizmo (lines between Trigger and receiver) can now be toggled on/off per object or globally
- Added standard mobile particle alpha blend shader
- Added a standard sprite shader
- "Pause on error" disabled during upload process
- "Show Help" is now its own option
- "Advanced Mode" removed from Triggers, all options are now visible by default
- Object respawn default behavior is now "Respawn"
- New avatars should now work with fog
- Misc UI layout fixes
- Fixed a bug where SetMaterial/SpawnObject could fail sometimes
- Fixed colors in world/avatar image preview in upload screen
Updated over 1 year ago