Welcome to the Developer Update for 14 September 2023!
If you’d like to catch up, you can read our previous Developer Update from 31 August.
If you weren’t aware, Unity recently announced some changes to its pricing and licensing structure. You’ve sent us a few questions asking about how these changes might impact VRChat.
To keep it very succinct: VRChat isn’t going anywhere, thanks due in part to our VRChat Plus supporters. Thank you!
Our Open Beta is currently testing a version of VRChat running on Unity 2022! This is a change from our current version, which is on Unity 2019.
No reuploads are required. All content from Live VRChat works in this build.
We’ve done a ton of work to ensure as much content works as possible. Our Closed Beta testers found a bunch of stuff and we’ve fixed most of it. But we’ve almost certainly missed more stuff, which we’ll need your help to find!
If you have content you’ve uploaded to VRChat that you want to make sure works fine after a Unity upgrade, test it NOW.
Submit a bug report if something’s broken. We are most interested in broken features, broken content, or unexpected differences between 2019 and 2022. We really appreciate well-made bug reports with reproduction steps and examples! Those are the most helpful and have the best chance of getting quick fixes.
It is A LOT easier to fix stuff now in Beta than it is to fix after we do a release. So please, please, check your content. We want to minimize the number of people who say “wtf my stuff is broken!! nobody told me this was happening!!!” on Live release day…
Submit all bugs you find to our Open Beta feedback board. We’ll sort it out.
We are not releasing a 2022 SDK yet. Don’t upgrade your projects yet!! Stay on 2019!
Open Beta will remain on Unity 2022 going forward. This will allow users to use and test Unity 2022 while playing VRChat normally, so you can easily find and then report bugs.
We’ll have builds for all normally supported Beta platforms, and we’ll maintain network compatibility with Live as usual.
- Unity 2022 VRChat is in Open Beta right now, and will stay on Unity 2022 even if future test builds need to go out.
- At some point during the 2022 Open Beta, we’ll push a Beta 2022 SDK and provide migration steps. It should be fairly straightforward, especially with the Creator Companion handling it!
- Eventually, once we’re OK with the state of Open Beta, we’ll push to Live.
Upgrading your existing projects is super easy. Click “Manage Project” in the VCC, then slap “Update” for each SDK package you have installed. The VCC will handle it for you!
This update includes an overhaul to the “Build” tab of the Control Panel:
- Fully rebuilt the SDK Builder panel with new UI and features
- Uploading Worlds and Avatars no longer requires entering Play Mode
- Updating the thumbnail no longer requires a full content rebuild and reupload
- You can now select any file to be uploaded as a thumbnail
- A standardized public API has been added for tool developers
- Content Manager now marks the currently selected world and allows quickly setting any uploaded world as current
- Countless bug fixes and improvements across Worlds and Avatars SDKs
If you’re making tools that integrate with VRChat SDK, pay attention! This is an important release, as it makes quite substantial changes to the SDK internals.
We now provide public APIs for you to integrate with, and we highly recommend migrating your tools to utilize them if you were relying on reflection or similar techniques before.
Nothing to share yet but if you’re interested in contributing to either Spookality or New Years Eve in VRChat, keep an eye out on our announcements. We’ll have more info soon.
Both of these packages started life as completely community-driven projects! Merlin and CyanLaser saw a way to make VRChat World development easier, and donated their own time to build out the tools they envisioned. UdonSharp became a Curated package when Merlin joined VRChat, and ClientSim was created by CyanLaser at VRChat’s request to take the best of CyanEmu and trim it down to focus on SDK3.
These two packages are now so integral to World Development that we’re going to take one new step. We’re merging their codebases directly into the World SDK to make them available in every project moving forward, by default.
This will also make it much easier for us to develop World SDK features which require changes to ClientSim and UdonSharp in order to function fully, and easier for creators to keep these three packages properly synced.
Not much. We will release a 2.1.3 update to the Creator Companion, then release the new Worlds SDK version 3.4.0. You can then use the VCC to update your World projects to the new version (3.4.0) and your project will have the duplicate ClientSim and UdonSharp packages removed from its filesystem and VPM Manifest.
This will also work if you update your Worlds Package through the Package Resolver directly in the Unity project. The resolver will be updated at the same time.
If you create Unity Editor Tools for the Worlds SDK, you can move forward assuming that every user with SDK 3.40+ will have UdonSharp and ClientSim available. Note that if you use a Version Define which looks for the ClientSim or UdonSharp packages, those will no longer exist! You should use the Worlds package instead.
However, we checked over 100 popular Community Packages and found only one which did this, so it’s not likely to be an issue for you.
Hello everyone! I wanted to take a moment to peel back the curtain some and provide a little more visibility into VRChat’s security.
Historically, we haven’t shared many details about our security projects or responses. This is for a variety of reasons, but it can be summed up as “if we tell you what we’re doing, it’s easier for bad guys to bypass it.” That said, I believe we could be sharing more!
As such, today, I am going share some info on avatar ripping and piracy, and what we’re doing about it.
If you’re unfamiliar, the term “avatar ripping” in VRChat context refers to the act of taking an avatar someone else is wearing, and converting the files used to display that avatar on your local device back into something that they can upload. We also refer to this as “avatar piracy”, as this problem is very similar to software or media piracy.
First, I want to acknowledge that we’ve seen the reports that you have filed. We see the pain, upset, and cost that ripping and piracy inflicts on the community. We see the difficulty this causes for our creators, and the confusion it creates for you. As community members ourselves, we have many team members who have been impacted by ripping. Piracy is an issue we have taken seriously for several years, but like many companies out there, we have struggled to fix it. To put plainly, it’s a very difficult problem to solve technically.
We have a series of updates planned for this late fall that should significantly reduce future occurrences of avatar ripping and piracy. Sadly, I can’t share the technical specifics on this with you (see above re: bad guys). However, I want to reassure you that we are tackling this issue on multiple fronts. These updates will be a culmination of efforts that have been in development for some time.
In addition to technical solutions, we have previously and will continue to employ other methods with the same goal of making it harder to pirate content out of VRChat.
I want to tell you yes, but… I can’t. The truth is that there will always be extremely dedicated malicious people out there, and they will find a way to bypass protections we develop.
Our goal is to make the difficulty bar so high that malicious pirates don’t consider it worth their time to rip avatars. This makes it much easier to find those who still pirate content, and to respond to them on an individual basis. We think these updates should fit that bill.
I hope so! My general philosophy on security is that when we’re doing our job well, we’ll be in the shadows and you won’t even notice we’re here. However, there are still going to be times when it may be helpful or necessary to hear from us directly.
We want you to know we see your reports, and the VRChat team is here to help protect our community against those who would hurt it.
VRChat Security Team Lead
We’re still working on Impostors! The feature is not dead! just because we don’t talk about a thing or because we miss a release date doesn’t mean something is dead smh
We ran into some unexpected delays and hiccups, especially on the API side of things, and that’s about as much as we can share without going too far into the weeds. Needless to say, it’s still on the way.
In trade, here’s a few more imposter examples you can take a peek at!
We’ve been working on a new profile look for the VRChat Home! Take a look:
This new view is designed to make it easier for you to view the profiles of users in VRChat.
It also works well in mobile resolutions and aspect ratios:
Look for this to roll out soon!
That’s it for this Dev Update! Our next update is scheduled for September 28th, 2023. See you then!