Anyone having issues with the Rebake Offsets function on their Parent Constraints?

I just noticed the other day that my Surveillance System’s remote positioning functionality was broken; when I’d move a camera with the menu, it’d snap back to its very first position upon leaving the menu. (Entering the menu disables Freeze To World on the camera, while the menu options adjust its offset from the Parent Constraint. The Parent Constraint is sourced to itself, allowing the camera to be repositioned relative to its own location. Leaving the menu re-enables Freeze To World.)

I ran a test placing a cube object with a Parent Constraint sourced to the avatar’s head, and a toggle that simply turned on/off the Freeze To World function. This test had the same result, with the cube snapping to unexpected locations when Freeze To World was turned back on.

The baffling thing is that both systems work just fine in Unity; leaving the Surveillance System menu leaves the camera where it was moved to, and turning Freeze To World on and off for the test cube seamlessly attaches the cube to the avatar or leaves it in the world, with no warping for the cube.

Has anyone else encountered this odd behavior? Is it a recent break from a VRChat update, that might hopefully get fixed without having to redesign my systems?

Ok so vrchat actually mentioned in their 2024.4.2p2 patch notes that the rebake offsets when unfrozen setting wasn’t behaving as intended, and they were planning to fix it. There’s also a bug report about Freeze To World messing up parent constraint offsets that’s marked as available in a future release ( propably way later than imagined) . Have you tried turning off Rebake Offsets When Unfrozen as a workaround? I couldn’t find confirmation that the original issue was ever fully fixed, so it might still be related to a VRChat-side bug rather than anything wrong with your Unity setup.