I’m sorry for the frustration. To be clear, I was just aiming to explain what this new Udon API is being designed to handle compared to the current method, which I hope is generally still seen as an improvement compared to that method. Thanks for bringing attention to your related feature request.
You are doing your job Dexvoid keep up the good work.
Billboarding is interesting! Does it have rotation limits? Also is the yaw rotation relative to the world up axis or object’s up axis? I’m thinking like robot arms or turrets that could mounted different ways.
Also you can’t target the camera, right? Because there are multiple cameras and mirrors that couldn’t be tracked simultaneously.
that is really spooky eyes colors xd
Please make the text on the friend list and my own profile on the wings bigger… Now it’s too small I can hardly read it.
Thank you for fixing this bug!
Omg was wondering if this would come one day, and it did !!
This is an amazing addition to the already really really good contact system <3
A large number of official items were released before the “Item” feature itself became available to users.
The sheer volume of items far exceeds the capacity of the radial menu, leading to an overwhelming amount of content that is difficult to manage.
Do you have any plans to add a folder organization feature, similar to the one available for stickers and emojis?
With the number of optional parameters for Contacts and Physbone increasing, it’s become a bit of a hassle to register them in Animator. Would it be possible to add a button that allows users to select the text in this parameter list or copy it to the clipboard?
I look forward to hearing more!
You can upvote this bug report on VRChat Feedback to receive update notifications:
What is the bug status of avatars with -2,147,483,648 max particles? A bug report about this was marked as “available in future release” for a fix, but I’ve not noticed any immediate changes since the original report date and the label added three weeks ago.
If I recall correctly, these avatars act like “Good” performance ranked avatars with nearly infinite total max particles (when the Particle Limiter setting is disabled).
the electric pulse nameplate doesn’t display properly
I suspect it’s partly done this way because of a previous bug incident, fixed in VRChat 2026.2.1p3:
- Fixed a bug that caused issues traveling and loading content for users that had “Random Warp Effect” selected without owning any.
If it wouldn’t be reset, you would keep VRC+ effects and such which likely isn’t intended, or you would end up failing to load/attach the VRC+ content on your avatar, which would lead to the abovementioned issues.
This is a known issue, tracked on VRChat Feedback.
this is the closest thing I’ve wanted in a long time. This seems useful for some object based stuff, and even though we’re still utilizing animators to do this, I think a need little addition for middle point stuff would be local euler rotation values for the box-based/capsule-based contacts.
because they largely dont care, not unless you are a notable content creator. then theyll listen. theyve always been this way.
Curious, Will there ever be a Toggle for VR Players to allow them to Control when they are walking or running in VR.
In Desktop, You used Shift to Run. While in VR, You have to hold the stick at a certain angle to walk, and if you have drift issues, It makes ‘Walking’ harder. Like what if the Joystick Click was used.
Joystick Click is basically the L3 and R3 on Playstation Controllers.
FINALLY! Some news and goodies. Thank you for the hopium.
The “I need an object to manage this and that state” is way overdue for a refactor.
That is very nice, but the real question is: will bone rotation ever be normalised across all avatars?
I’m currently fixing this issue in a project of mine because some players arm bones will not be oriented correctly. The current solution is to make a calibration step and point transforms to the next child bone if any. Wondering if that will ever get addressed?
And finally…Thank you for listening!
