Developer Update - 11 June 2026

Welcome to the Developer Update for June 11, 2026.

Today’s featured world is the VRChat Official Pride Hub by VRChat.

Announcements

Get Some (Virtual) Sun

Last week we announced June’s Content Update – it’s the Beat the Heat Update!

Drench your friends with the HURRICANE MEGABLASTER XTREME 1000! Get your Inflatable Swimmies on! And, most of all, get in the POOL!

VRChat 2026.2.3 is Now in Open Beta!

This one is mostly a maintenance update – that means a lot of quality-of-life stuff, fixes, and that sort of thing. For example:

  • Many fixes for the VR Steady Cam!
  • Reporting QoL Changes!
  • Quick Menu and Main Menu Positioning Fixes!
  • Avatar Performance Gating Improvements!
  • …and more!

You can read all of the changes here.

Additionally, there are two top-line callouts you should know about!

Third-Person Mode on Desktop is Now Free… for Everyone!

We rolled this out as a VRC+ Early Access feature a few months ago. We said at the time that we’d be moving it out to everyone at the end of June… and we are! A little ahead of schedule, actually.

As a reminder: F5 activates the feature, TAB allows free rotation, and scrollwheel controls view distance. There are more options in the Graphics Settings page in the Main Menu.

As an aside, the 3p-beta branch will be closed, thank you to everyone who helped us test there! You can now use the regular open-beta version.

New Customizable UI Background Option: Gradient

Ever wanted to give your menu a cool new look? Well, you’ve been able to do that for a bit. But now? You can take it one step further: ONE MORE COLOR… which then becomes a gradient. It’s a gradient. You can now pick a color gradient for your menu backgrounds. And because I know you’ll ask, yes, this is for everyone – it’s not a VRC+ feature.

You can see a preview of this here:

Space Jam 3 - Film Honorable Mentions Badge

After talking with the NSS, we decided to grant Space Jam 3 badges to the film honorable mentions to match the world honorable mentions.

If you did not receive your badge but were featured by VRChat, please make a post in #vrchat-jams on the official Discord!

No New Jams until Spookality!

Normally we do a Summer Festival / Music Festival Avatar and/or World Jam in the summer.

Based on feedback we’ve gotten from avatar creators and after reassessing our team’s goals, we’ve decided not to do a World and Avatar Jam until Spookality.

However, there will be more events to attend this year! Please keep an eye on our socials next week… :tanabata_tree:

Hype Train Updates!

Based on community feedback, we’ve adjusted the Hype Train.

Specifically, we’ve changed the timeout from 5 minutes to 10 minutes. We think this should also help with some platforms taking longer than others when it comes to completing a purchase.

Animator Performance Improvements

In 2026.2.2p1, we shipped a change that improves animator performance a bit. It’s quite a neat fix, but also not a silver bullet – let’s talk about it!

The initial impetus for this actually came from the community. This Canny post by SBoys3 provides a super detailed profile capture that shows even empty animator layers causing a noticeable performance drop. It was left unaddressed for a while, because our internal traces all went deep into the Unity engine. That’s not a place we can really fix things.

Well, unless we work with engineers from Unity directly, that is. Resurrecting the task internally and bringing it up with a team of engine-code specialists, it quickly became clear that this was definitely not intentional behavior. CPU work was being performed when it shouldn’t have to be.

On the surface, it seems obvious that an empty animator layer shouldn’t be doing any work, but it goes a bit deeper: The real issue is the “IK Pass” checkbox:

If enabled, even an empty layer needs some calculation. However, we don’t really need to worry about this, because:

  • 99% of VRChat avatars have this checkbox disabled on all layers
  • We have a custom IK system, so even if checked it doesn’t do much

However, further profiling revealed that even with the “IK Pass” checkbox disabled, significant overhead came from having many such layers. But looking at the engine side, the “IKAndTwistBoneJob” that the Canny also mentions as the culprit already has an early out, meaning it aborts right away in basically a single CPU instruction. So what gives, why is it slow?

The answer lies in threading. Despite many claims to the contrary, VRChat is heavily multi-threaded and utilizes CPU cores as best as it can. By default, Unity starts 2 jobs for every animator layer – the one running the animation graph itself, and the “IKAndTwistBoneJob”. Note that a “job” does not equal a “thread” here, but simply a unit of work that a long-running job worker can pick up from a pool.

This means the issue is not one of too much work being performed, but rather that the overhead from scheduling all this “nothing-work” causes stalls and delays on the job threads. Which could otherwise be working on computing actually important stuff – like the animation graph, or even PhysBones.

After some deliberation and very careful testing, we implemented a change directly to the Unity engine that prevents the “IKAndTwistBoneJob” from being scheduled on layers that have “IK Pass” disabled in the first place. This works for non-empty layers too for what it’s worth, that is just the most extreme case.

This cleanly solves the problem in our case, but do note that it wouldn’t necessarily generalize to the base engine. As such, this will live as a dedicated fix specifically for VRChat. This also means you will still see those slower profiler results in your SDK projects, but rest assured that in the client the optimization is applied.

So what does that give you, the user, at the end of the day? Well, it depends. Because the issue was in scheduling and synchronization, and not actual busy-work, you will see vastly different results based on your CPU and core affinity settings. Our closed beta testing has shown improvements of up to 10 FPS in some rare cases around busy instances – which is a lot! – but also a difference of exactly 0 in a lot of other, more general cases. What we haven’t seen is a regression, so we decided to go ahead and deploy this publicly now.

Let us know if you are seeing a noticeable performance difference since 2026.2.2p1! Or perhaps you have some more neat ideas on how we can improve performance incrementally with little things like this - go put them on canny!

Closing

That’s it for this week. We’ll see you again… on June 25!

19 Likes

Dang i was looking forward for the next avi Jam, especially with avatars not included in the space jam Dx

Holy shit yes, gradiant menu UI option for everyone! And third desktop person, nice.

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what is 10fps tho? as fps means nothing, did it improve from 120 to 130 fps, so 0.6ms, or 10 to 20 fps, so 50ms less per frame

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Soooo Soba ? :open_mouth:

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What sort of frametimes are you seeing? Because I think that is more direct of a comparison. “10 FPS” could mean anywhere from ~14ms to ~2ms.

But either way, huge update just from this alone. Oftentimes with a 5700X3D and 3080, I am seeing about 10-15ms on the GPU and 20-40ms on the CPU depending on the instance and who I have shown.

Thank you for looking at that.

On that note, is there any chance VRChat would be open to sharing more internal benchmarks or really anything that helps us understand the performance bottlenecks?

I know you guys say UGC and I agree. However, there isn’t really anything actionable about that beyond creators guessing and testing it. Heck, even being able to just spawn 80 instances of my avatar in an instance for local testing would be nice (especially with the newer debugging/perf tools).

Also, still mourning Udon 2 :sob:

4 Likes

I’ve noticed Lumina and Moe avatars have been featured a lot by VRChat in updates recently.

BOOTH baddies are still dominating the recent updates in representation.

In other news, the perf-test beta branch was also closed recently.

The VRC+ Hype Train received several updates:

  • The amounts of VRC+ gifts required to complete a hype train were changed: 10 (pre-release, seen in a video at 0:50) → 100 (1st day) → 50 (2nd day onwards)
  • Timer: 5 minutes → 10 minutes (date unknown)

Thanks to SBoys3 for the Canny topic.

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The latest Developer Q&A’s VOD (video-on-demand) wasn’t archived on Twitch, after the VRChat Pride Campaign Music Event that was also streamed on VRChat’s Twitch channel. (It also had some interesting bits about Furality’s club tech.) I’m hoping VOD archiving will be re-enabled.

Something that may have also been missed in this developer update, which was also answered in the unarchived developer Q&A stream: The reward condition for the Pride Button accessory was changed too, so that everyone received the Pride Button accessory at the end of the $100,000 campaign goal. It was previously stated in a video at 0:27 and in Steam “in-game event” announcement that gifting VRC+ would be required to receive the Pride Button accessory, but gifting VRC+ is not required. Check your VRC+ page or available bundles to redeem the accessory.

VRChat 2026.2.2p1 also included a plenty of fixes. You may notice the world instance and “Here” UI looking a bit different now, especially with avatar performance gating.

Thanks to a silent update on June 2, 2026, you should now be able to view 1080p YouTube videos in VRChat again, where previously only 360p video playback was available since approximately April 2026. This update may also improve video playback reliability to avoid YouTube’s dreaded “Sign in to confirm you’re not a bot” response. (yt-dlp 2026.03.03: YouTube 1080p web,web_safari formats unavailable: “The page needs to be reloaded.” - fix available in yt-dlp 2026.03.17)

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Maybe someday™️ we will get news

On avatar performance -
None of my avatars performance - FPS - on desktop, or in Friends+ with up to 5 people, have changed by more than 1% so variance, but I am running a 9950x3D.
Some friends mentioned seeing replicable “up to 19%” on some avatars or world/scenarios on their system.

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Here’s more, select miscellaneous recent changes that may have gone unnoticed and undocumented in recent patch notes and developer updates, which have been mostly server-side changes without client/app updates:

I thought this kind of post may be useful or interesting for readers of developer updates.

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Even the smallest of changes can do a lot to fix some perf issues is still good for us. Either way, there’s not much y’all can do at the current moment with regards to animator performance uplifts without engine upgrades. I think Unity 6.4/6.5 has some perf overhauls on Mecanim so it’d be interesting to see if there’s any perf uplift compared to the current version we’re on (Unity 2022). That said, I hope there’s still something in the works that would serve as an alternative to the way we’ve been using animators for complex systems

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if it’s an average increase this comment makes sense imo. If it means that minimum FPS is higher then it’d be more stable, but idk

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GIVE NEW CHARACTER CONTROLLER BEFORE THE NEXT SPACE JAM!

With how many space jams the team has done, we don’t have directional gravity in the game still! Imagine the experiences world creators can make with this. Lets take the time to rework the character controller and fix some issues along the way with IK and chairs! Something that has plagued the game for years!

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