Developer Update - 19 March 2026

Welcome to the Developer Update for March 19, 2026.

Today’s featured world is by Waiting ⁄ 待ち by _Harim.

Announcements

Space Jam 3 is Here!

Space Jam this year is a World & Film Jam! Submissions are open from Feb 18 to Apr 5 2026 at 11:59pm PT.

Please check out our forum post to learn more about the judging criteria and prizes.

2026.1.3 is in Open Beta!

2026.1.3 is now in Open Beta! It’s a huge beta, featuring Avatar Accessories (see more below!), the ability to change your loading screen, the exclusive inventory, impostor updates, and so much more.

You can read the Open Beta notes here.

Avatar Accessories!!!

Of course, the headline feature is Avatar Accessories!

(Note: need a transcript? You can find one here.)

Avatar Accessories are… exactly what they sound like! They’re accessories that you can put on your avatar: think a hat, or sunglasses, a halo, a tail, or, well, you get the idea. There’s a lot you could do with a system like this!

But let’s just cut to it: yes, you can put cat ears on any avatar. Or Googly Eyes.

No, seriously – any avatar. If you can use the avatar, you can throw Accessories on it.

The Open Beta is something of an “early access” view of this feature. We’re still very much developing it, figuring out where things go, smoothing out the user experience, and so on.

We also want folks to focus on the feature and not so much the content, so we’ve given Open Beta testers access to a few Accessories we feel let folks explore the system, to really see what it can do (and hopefully push it a bit, so we can discover some weird edge cases).

Of course, we’ve received a lot of questions about it.

If you’ve watched the Dev Update above, you’ll see that some of those questions are repeated here (although we’re going to add a little more detail, based on added questions folks have had).

First: the big one – who will get to make Avatar Accessories?

To start, it’ll just be us. However, we’re already working with some Community creators to build some accessories with us! We’ll likely privately invite more to collaborate with us moving forward.

As far as opening the system up beyond that, well, we’re still talking about it! To be precise, it’s something that we’d like to do – likely in a system similar to the Avatar Marketplace – but there are a few questions we need to answer first, like…

How does this impact the performance rating system?

First: we’ve done a lot of work to ensure Accessories are pretty performant! By limiting the number of them you can have on your avatar, as well as carefully managing the specs of each accessory, we can be pretty precise about how much they impact performance.

But what happens when you throw a few accessories on an avatar that’s right on the line, approaching very poor? Wouldn’t that, traditionally, push it over? Well, yes – but the current system doesn’t account for that.

We think that’s okay, for now… but that’s a perilous “for now.”

We’ll likely continue to iterate on Avatar Accessories’ performance. However, it’s also likely that we’ll take a good look at the performance system in general. While that system is okay, there are a lot of ways it could be doing its job better.

In the near future, we’ll be tackling this. For now, things might be a little wonky, but we’re aware of it, and absolutely have to tackle it before we can move Accessories to some form of “UGC.”

What, what about Items!!!

Okay, so quick aside – we’ve been getting asked a lot about when Items will turn into “UGC.” Someone asks in the comments of every video! We get it. A lot of people are excited about them.

So, nothing has changed: we’re still figuring things out. The thing is, Accessories are part of figuring those things out, too. One of the earliest requests from the Community was for us to have “wearable Items” – that, it turns out, led us down quite the rabbit hole. Following through with that request meant answering even more questions – you can see how something like Items and all that they affect in VRChat can be, well, complicated.

This is what we meant when we said that we’d need time to evaluate Items – Accessories merely shows the complexities of one potential part of that system! Seriously, whenever this question comes up, we can’t emphasize enough how complex it is to add a new type of UGC to VRChat.

In short, it’s still going to be a bit, but we’ll keep you updated as we figure things out.

An added note here: we’ve certainly seen the messages on social media around this – essentially, a lot of folks feel as if us holding back here is solely for the sake of profit via selling our own content.

While that’s understandable, we want to reiterate that we’re moving slow on this intentionally, as we stated we would do from the very beginning.

Releasing a new form of UGC has an almost unlimited number of potential second order effects. It’s our job to try to plan around that, to try to think as far ahead as we can, and to try to map out every potential problem we can.

On the other hand, it’s much easier (and more controlled!) for us to put Items out ourselves. With every Item we ship, we learn a little bit more. The same can be said for every type of content we put out, including Accessories!

But Wait, What’s Different About Items and Accessories?

Well, you can’t wear a Shopping Cart.

But seriously: outside of the simple fact that you put one on, and one… uh, you don’t do that, there are several other key differences.

For one, Accessories have no scripting attached to them. They’re not interactable in the same way Items are.

They also don’t have the same limits that Items do – so, for example, worlds can’t limit their usage. Likewise, they travel with you between worlds, unlike Items. You don’t have to “spawn them in” every time you travel to a new instance.

Accessories are also separated from the Inventory, as we thought it makes sense to put them with your Avatar… which, you know, you’ll be putting them on.

Will Avatar Accessories Have a Cost?

Out of the gate, we’ll be throwing some at everyone. Some will be for sale. Some might come in a Shop bundle. Some might be just for VRC+ subscribers. We’ll see!

What About [Insert Avatar / Shader Setup Here]

We know there will be edge cases where Accessories will look funky. Point them out to us! We’ll try to fix some of them, but there will be cases where things just won’t line up. When you give folks the ability to use… well, basically any shader, you open the door to potential jank.

We’ll see what we can do!

For the curious, by the way, Accessories use our Toon Standard shader – we’ll be adding some additional functionality to it for the sake of customization, which will hopefully benefit Avatar Creators as well.

Can Worlds/Groups/Individuals Turn Accessories Off?

No. But they are hidden when you hide/block an Avatar. They’re designed to be part of an Avatar.

Creators Roadmap Update

We have updated the Creators Roadmap for March 2026!

What’s new? Box colliders! Avatar raycasts! VRCTween! World Analytics!

And, yes, of course: Soba. We have a lot in there about Soba. You should go check it out!

Box Shaped Contacts

This was mentioned in the updated Creator’s Roadmap! We thought we’d add some additional detail.

In a future SDK release, we’ll add support for Contacts that are box shaped to go alongside the existing sphere and capsule shapes. This will be available for both avatars and worlds. You’ll be able to define the width, height and depth of the box independently.

Additionally, box shaped contact receivers will come with an additional way of calculating proximity: you can either have it calculated as the distance from the sender to the center of the box, similar to the existing model, or you can calculate it as the distance from the sender to the positive Z face of the box.

We’re hoping this will benefit situations where you want a more controlled contact shape that a sphere or capsule can’t easily model, like a pushable button or a virtual touch screen.

Here’s a short demo video of box Contacts being used in a world!

A Followup on Avatar Raycasting

In last week’s Developer Update (and in the updated Creators Roadmap!), we mentioned a new raycast component for the avatars SDK that will hopefully make it easier to perform raycasting on avatars.

We had some feedback in that update that it would be useful to be able to raycast against any layer, rather than just predefined sets of layers for worlds and players.

We’re now looking at ways of allowing that while still keeping the premade sets, since it’s reasonable that there may be some advanced uses of the component that need to manually specify the layers the ray will hit.

Thanks for your feedback!

Conclusion

That’s it for this Dev Update! See you in two weeks on April 2!

12 Likes

We really want VRC on MacOS guys!

PRESENTING AN EASY FIX:

  1. Open App Store Connect

  2. Select VRChat for iOS

  3. Navigate to the TestFlight tab

  4. For each group selected in the sidebar, under Test iPhone and iPad apps on Macs with Apple silicon click Enable

Per instructions here: Test iPhone and iPad apps on Macs with Apple silicon - Test a beta version - App Store Connect - Help - Apple Developer

Source: Apple Silicon Mac Support | Voters | VRChat

But PLEASE, make a full port at some point.

3 Likes

How do we get the secret avatar accessories like the sunglasses, bowtie, and cassette player? :eyes:

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Regarding turning items into an UGC: Even without the ability to add scripts, it would already go such a long way to be able to just use the same components as on avatars including contacts and animators, plus the additional pickup component. There is a lot you can do with just that. Couldn’t that be a first iteration UGC type to get it out there a bit sooner?

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I don’t mean to be a downer, but it seems kind of shitty that basically every dev update recently has just been “here’s another feature we can monetize with the shop”.

I think that it’s unfortunate to be pushing so many monetized features when we have so many bigger features that are seemingly deprioritised. (Soba, Steam Audio, new Character Locomotion, etc.)

I understand that y’all are busy, and y’all got financial obligations and stuff, and I don’t expect y’all to drop everything for those aforementioned features, but we never have any real transparency about the status of like, everything else, asides from “we’re still working on it”, and it seems that all we see now is “Here’s another shop feature! You can get and buy avatar accessories!” as opposed to the bigger things on the roadmap.

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Soba found dead in a ditch

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Can we get an increase in the max size of contacts for worlds alongside the box contacts? The 3m max radiusywe currently have is perfectly fine for avatars but can be quite restrictive when trying to add contacts to large areas in worlds.

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I was curious about the loading screen in the beta. When “partially offline” :folded_hands:

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Is there any update on the new character controller? It was mentioned as being in Closed Beta back in November 2024, and we’ve heard nothing since. The current character controller is sorely in need of an update.

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It’s a possibility, but we’d have to still get to that point with Avatar Accessories first (as while a “basic” scriptless Item a la Accessories is “more basic,” there are still a ton of questions that have to be answered with those first).

I think (if and when Items become UGC) they’ll probably be slow rolled, as that tends to be the path we prefer. Of course, we don’t have any direct plans right now and aren’t really ready to share exactly what’s going to happen.

I understand where this frustration comes from: there are a lot of things the community wants (and has wanted). We want those things, too. Hell, I want them. There are things that I am eager for us to get to that I have personally wanted since far before I joined the company. :stuck_out_tongue:

With that said, we have to prioritize this stuff. It’s existential.

Two big points to that:

First: I know it can be annoying to see a bunch of things that are paywalled, but the reality is that VRChat needs to make money. It’s a broken record at this point, but this is an existential question wherein if we don’t do these things, then nothing else can exist.

Second: We’ve shipped a ton of stuff that certainly doesn’t fall into this category, including one you mentioned – Steam Audio! Just looking at the top-level features of our last few releases, we’ve shipped: Mutuals, Group and Event Sharing, Boops, Live Now, World Dynamics, Calendar (and Events)… and so on. That’s to say nothing of the smaller changes we’ve pushed in every release.

By “ditch,” do you mean “Creators Roadmap”? As mentioned in the above post, there was an update in there, you should look at it!

:3

Not at this time. But yes, we agree. It’s likely not something that’s going to be touched any time soon, though.

I think the main issue I see with a lot of these new monetization features is they’re mostly “VRChat Only” at the moment. I wouldn’t mind avatar accessories, items, stuff like that if they were indeed UGC that is creatable by anyone, and of course I know that takes development effort to build it into the SDK, (and you guys don’t get as much money as opposed to selling your own products), but it would make it seem like less of a walled garden and more of something that helps everyone.

p.s. please give us some kind of scripting for avatars in the future :folded_hands::stuck_out_tongue:

1 Like

:sob: no way

There’s stuff that has been “acknowledged” in the canny as far back as 2019. That has been routinely ignored.

And talk all you want about priorities, the eac debacle and subsequent flood of changes, proves that vrchat can shit out features and changes really quick when it wants to. (Which was kind of the insult to injury with that- that apparently all these qol changes were simple enough to crank out when people got mad, yet otherwise would still be on the wait list.)

Because some of these are really damn small, that you could more than easily toss your community a bone along with your monetization efforts. So that it feels organic and not just money grubbing. Yes yes, you have obligations. That doesn’t mean there isn’t a right way and a wrong way to approach it. And vrc’s current way is definitely the wrong way.

3 Likes

If I may: What is stopping VRChat from having an additional monthly donation goal?

Throughout internet history, there have been many examples of projects or organizations maintaining momentum through donations alone. Similar to how VRChat had a gift goal for the holidays, why doesn’t VRChat just have a monthly donation goal (or multiple goals) that would allow the company to achieve particular goals?

I know companies traditionally try to be as private as possible, but I never understood why. Being transparent about financials and where you want to put that money can often lead to success in a lot of cases. It builds trust with the community to know that the company isn’t this void that they have no insight into at all. Furality is one great example of this, and I’d even argue Valve is good at this.

I do appreciate the more measured developer updates, as well as transparency about the thought process behind why VRChat may take time or delay things in a certain way. But I also agree with everyone here. You’ve already added items, creator economy, and what not. Are they really not doing that well despite all that was released so far? Why can’t some of these resources be dedicated to long-term QoL or game-changing features?

I mean heck, some of these feature requests are approaching being a decade old with hundreds or thousands of upvotes and support from the community. I am still upset about Steam Audio being released, but none of the actual useful features of Steam Audio being included.

Edit: To add: I am extra upset about Steam Audio lacking the distinct Steam Audio features because I am obsessed with audio engineering and audio design. I was hoping to finally have an avenue to really push worlds by having reflective surfaces and spatial awareness.

For me, this would provide me a playground to experiment with Steam Audio and get real feedback while having an easier time implementing and learning it. I’ve wanted to learn Wwise for a long time, but it’s prohibitively expensive.

I’ve been thinking that Steam Audio may be my gateway to really get into making more in-depth games, since nothing else about game development has driven me to overcome some of the hurdles.

2 Likes

Since we have a UI that now supports unlimited elements (looks), when are we getting more print storage? It is the single most useful VRC+ feature and it’s also the single most useless VRC+ feature, since I have to constantly throw away prints with the world and date embedded on it.

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Any updates on Sob- hey wait we got a Soba update :3

Only thing I’m hoping for on this is being able to track the distance with all 3 axises so a contact can be tracked in 3d space with just 1 box contact

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I’m probably reading between the lines here but the pinned post on this canny sounds like they want to do something more akin to scripting in the future but they’re probably still in the design phase of that.

With the new Box shaped Contact, I’d like to post this old feature request I made and request that the functionality included in this post be added to the box shaped contacts. I think that adding the box shaped contact and NOT adding X, Y, and Z positional outputs via parameters would be a HUGE HUGE missed opportunity. 3-Axis Box Contact Receiver | Voters | VRChat

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This is a relevant Canny post I made asking for exactly this! 3-Axis Box Contact Receiver | Voters | VRChat

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Thank you for the amazing Soba update! I hope to see Generics and Delegates supported at some point, but the list of available features looks promising so far! Hope we can get to see fully scripted items being UGC by the end of the year, (or early 2027)

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