The VRChat Documentation Hub

Welcome to the VRChat Documentation hub. You'll find comprehensive guides and documentation to help you start working with VRChat as quickly as possible, as well as support if you get stuck. Let's jump right in!

Get Started    

VRChat 2020.3.2

Release - 6 August 2020 - Build 968

Client

Features

  • We've released Avatars 3.0! This is a whole new framework of avatar creation, intended to allow creators to make powerful new avatars that allow players to be expressive, control their avatars, and a ton more! Check out more info at our docs page: What is Avatars 3.0?
  • Added an Avatar Download Size statistic to Avatar Performance Stats. This file size is the compressed package download size of the avatar package. It does not affect Performance Rank yet
  • Added an Avatar Download Size Limit to the Performance Options. You can adjust the limit in the Safety > Performance Options window
    • Clicking the arrows will increase/decrease the limit by 5MB at a time
    • The limit is set to 200MB by default. Setting it to zero will disable the system
    • This limit applies to all players, including your friends
    • If an avatar exceeds this file size, it will not be downloaded, and the avatar will be replaced with a "Performance Blocked" placeholder
    • If an avatar is filesize-blocked, you won't have the other Performance Stats, because you don't have the avatar downloaded
    • You can override this limit on a per-player basis by using "Show Avatar"

Changes

  • Large amount of changes and improvements for Full Body Tracking. See the Full Body Tracking section below for full details
  • Improved eyelook behavior for all avatars
  • Upgraded to latest spatializer and lipsync libraries
  • Portals now increment to hard-cap (2x capacity) instead of soft-cap
  • Allow re-joining your own world (via clicking the text at the top of the Worlds menu) when the world is over soft-cap
  • Adjusted default player limit in SDK from 8 to 16
  • Enforce 48KHz application audio output setting to avoid some edge-case issues

Fixes

  • Fixed noisy feedback when switching avatars

Ongoing

  • Safety and Security fixes

Known Issues

We plan on releasing patches soon to address these issues.

  • Stations do not work on AV3 avatars just yet
  • Download size is inaccurate for avatars that have already been downloaded
  • Some (very important) emojis are missing from the Action Menu Emoji selector. All emojis are still accessible via the Quick Menu
  • Performance stats menu is missing some readouts

SDK 3

Features / Changes

  • Addition of Avatars 3.0 to VRCSDK3
  • SDK3 has been split into two packages. There is now a version for Avatars and one for Worlds
    • Upgrading your AV3 project will take some careful upgrading to avoid losing your state behaviors again. Told you they were fragile! We included instructions above the SDK links to help you migrate, so follow those.
    • Both versions will be available for download on the site
    • You can load both the Avatars and Worlds SDK into the same project, but we do not recommend doing so

Full Body Tracking

  • Calibration has changed! This affects both AV2 and AV3 avatars.
    • When calibrating, your avatar is attached to your HMD. This greatly improves viewpoint replication even while laying down.
    • Calibrate with your playspace zeroed out (not moved by OVRAS/Playspace Mover), and ensure your height is correct in your Settings menu. This is wildly important. If you calibrate with a zeroed out playspace and the proper height, you avoid a lot of issues.
    • ... that being said, if you're having issues with your height being slightly off, this is because you weren't lying and you ACTUALLY ARE five foot, 11-and-a-half inches tall! You should calibrate first with zeroed playspace and proper height, then use something like OVR Advanced Settings to adjust your playspace height up or down. You shouldn't have to do this any more than 1/2 of an inch (~1.3cm) up or down.
    • Here's some tips on how to calibrate using the new system:
      • Look down at your feet. Use either the tracking balls within VRChat or look down at your IRL feet to ensure you've got the same spacing as your avatar.
      • Remember that when you look back up, your avatar is going to shift a little forward-- so you should expect your feet trackballs to be a little farther forward than you'd expect.
      • Look straight forward, stand straight, and pull both triggers. Like before, putting your arms out in T-Pose is optional, but it can help with orientation.
      • Done!
    • If you have issues of your instep not being in the correct position, the proper way to fix that is to adjust the T-Pose of your avatar. If you try to adjust it using another method, you may lose tracking fidelity because angles on your measurements will be incorrect.
    • If you have issues where you're "on stilts", the proper way to fix this is to adjust the proportions of your avatar's rig. See our documentation on Full-Body Tracking for more info.
    • If you prefer the old calibration method for some reason, use the --legacy-fbt-calibrate launch option. In Steam, you set this in the Properties for VRChat.
  • Various tuning done to FBT to improve behavior. This affects both AV2 and AV3 avatars.
  • Added some additional options to the Avatar Descriptor for AV3 avatars to assist with tuning behavior
    • "Use Auto Footstep" is on by default. It only applies to 3-point or 4-point tracking. Turning it off means you're disabling the procedural lower body animation for room-scale movement.
      • This procedural animation is what plays when you move around in room-space while in 3 or 4-point tracking
      • Leaving "Auto Footsteps" on (which is the default state) will still allow you to enable/disable tracking via the Tracking Control state behavior
      • If "Use Footsteps" is off, enabling/disabling tracking on your legs and hips won't do anything, and you're relying on your animations to drive your lower body at all times.
    • "Force Locomotion Animations" is on by default. It only applies to 6-point tracking (Full-Body Tracking).
      • When "Locomotion Animations" is on, locomoting in FBT (as in, moving your joysticks) will play a walking/running animation, as it does in Live currently.
      • When "Locomotion Animations" is off, locomoting in FBT will NOT play the walking/running animation. This is useful if you wish to "mime" your walking with your full-body tracking movement
      • If you are turning off "Locomotion Animations", do not use the default Base and Additive layers. You're expected to make your own!
  • WARNING: Remember when I told you to stop using rig hacks last year? I'm telling you again. Stop it! If you have things like zero-length necks/hips, flipped hips, etc, you are going to have major problems.
    • As a reminder, ensure you have your correct height specified in Settings, and ensure your playspace is both properly calibrated for your floor and zeroed-out (not moved by Playspace Mover or OpenVR Advanced Settings).
    • All reports of FBT weirdness or issues will require that you replicate and test with a standard rig, reasonable proportions, correct height, and properly-calibrated playspace.
    • If you're confused about what a "rig hack" is and want to know how to set things up, check out our documentation on FBT Rigging Requirements.

Updated 2 months ago


VRChat 2020.3.2


Release - 6 August 2020 - Build 968

Suggested Edits are limited on API Reference Pages

You can only suggest edits to Markdown body content, but not to the API spec.