Guides

VRChat 2025.2.1

April 30 - Build 1626 - Live


Features

Profile Refresh & Pronouns

Profile Editing got a refresh and we added a new field: Pronouns!

There is now a new "Edit Profile" button on your personal profile page. You can edit your profile picture, icon, bio, links, languages, and pronouns.

The new pronouns field has also been added to player nameplates. Don't want yours to show? Leave them "Unlisted."

VRRat uses he/him, if you're curious.

Changes & Fixes

  • Made some changes to how instance settings are presented based on feedback:
    • We've removed the extra step to change instance settings when creating a new instance. You can still change them from the Quick Menu's "Here" tab after you've entered your new instance.
    • Changed how the Emojis and Stickers options in the action menu appear while in an instance with those settings disabled.
  • Fixes have been made to PhysBones to address jitter that was introduced in 2025.1.3.
    • These changes affected many avatars, but were most noticeable on a few skirt setups as well as long flow bones like flow toys. These changes also address an underlying jitter issue that were present in older versions but only under high framerate situations, greater than 60fps.
    • Please test your PhysBone creations and report any new or unfixed issues!
  • "Do Not Disturb" no longer auto-declines incoming friend requests.
    • Instead, they are delivered quietly to the "Friend Requests" inbox.
  • Fixed "Audio from Camera" mode incorrectly changing listener radius based on avatar scale.
  • Fixed a regression in world load times on non-PC platforms.
  • Added more options to control the Drone's FPV screen movement in VR: Slow move, static, and head lock.
  • Fixed VRChat aim and look-at constraints calculating incorrect offsets in some specific situations with the component active and the offset unlocked.
  • Added an option to completely disable output logging.
  • Improved reliability of avatar download prioritization.
  • Improved behaviour for choosing which hand has the "active" cursor, for example while the Quick Menu is open, or while holding pickups.
  • Fixed sharing pedestals sometimes showing scrambled or corrupt images when device memory is low.
  • Fixed UI state issues when switching into a local avatar.
  • Fixed processing dialog sometimes remaining after purchasing a VRC+ subscription.
  • Improved latency of voice and IK after teleporting long distances, or when Udon changes voice ranges.
  • StringLoading will no longer cause a hitch when loading large non-string data.
    • Accessing Result will still convert the data to a string via Encoding.UTF8.GetString and may stutter, but using ResultBytes will not.
  • Fixed VRCObjectSync not setting the gravity/kinematic states of the attached rigidbody if these are changed via Udon as soon as the game object is enabled.
  • Fixed an issue that allowed certain incompatible shaders to render with transparency on mobile platforms, including Quest.
    • As a reminder, transparency on mobile and Quest isn’t generally supported, because those little guys just can’t handle it. :(
  • Fixed "Purchase VRChat Credits" menu not opening when trying to make a purchase with not enough credits.
  • Improved corner-rounding on several assets, including sidebar elements and desktop loading screen thumbnails.
  • Improved the hip/height positioning of other user's avatars when they're locally wearing a different avatar than what you see.
    • This happens when you are seeing a fallback for example.
  • Several internal network optimizations.
    • Observed behaviour for users and creators (in Udon) should not change. Please open a bug report if you encounter any problems!
    • This includes a full rework of how SendCustomNetworkEvent works internally, which is a pre-requisite for Udon Events with Parameters (check our dev update for more). For existing content, you may notice slightly improved throughput or latency, but otherwise full compatibility should be maintained.
  • Safety & Security Fixes. We love to see it.

Camera Dolly Fixes

  • Added an option for Camera Dolly points to stay visible while playing an animation. Points will not be visible to the camera.
  • Fixed Look-At-Me constraint not being applied to Camera Dolly multi-stream cameras.
  • Fixed Camera Dolly animations in portrait looking skewed.
  • Added an option to export animations relative to the world origin (previously the default behaviour) or relative to yourself (local).

Known Issues

  • Your Drone configuration may be reset when coming from a previous build.

Android

  • We added Localization to Android!
    • The android mobile app now supports all the same languages in the mobile UI that were available in the client.
    • The chosen language is synced between the companion app (mobile) and the client (Unity), so when one changes, the other one is changed as well.
    • When the app is first installed, it will switch to the device's language, if it's supported, otherwise it will default to English.
    • The language can be changed any time in Profile -> Settings Menu (the gear icon in the upper right).
  • Fixed an issue that caused users to be placed into a full instance when tapping the Quick Join button.
  • Changed Announcements to Posts in the Group Details page
  • Fixed an issue that caused the loading screen to become unresponsive when resuming the app, for users who are disconnected from a world due to long periods of inactivity.
  • Fixed issues were direct touch mode on mobile would highlight objects it should not.
  • The notification permission prompt will no longer appear if the user is getting ready to join a world.
  • Push notification sounds can now be heard in a world while the app is running in the background.
  • Updated the push notification sound to be a bit louder and more noticeable.
  • The alert popup now has a fixed size similar to other popups and will no longer be stretched out in aspect ratios like portrait mode.
  • The microphone is now only active when you are in a world.
  • Reduced jitter when rotating the Camera very slowly.
  • The default FPS cap for mobile devices with >100 Hz displays is now set to half.
    • For example, if your device supports 120 Hz, the default will be 60.