Developer Update - 19 March 2026

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oh damn i didn’t notice that, that’s great

I really like these new additions and the direction VRChat is going in. It’s nice to see the platform evolving and getting new features.

That said, like a lot of people already mentioned, I can’t help but notice that more and more things, especially around avatars, feel tied to monetization. I get why, but I’m not gonna lie, it’s not something I’m a big fan of.

About box-shaped contacts, I think they’re a really great addition. They just make a lot of sense, and it honestly feels a bit weird they weren’t a thing already. That said, I get there were probably reasons on the development side, so I’m just happy to finally see them added.

As for avatar accessories, they’re fun and definitely have potential. But as an experienced avatar creator, I don’t really find them that useful unless I can fully customize them or just make my own. Pre-made ones don’t really add much for me personally.

My first thought when I saw the Avatar Accessories, was “that would work great as a Furality Badge”. I know Teo made a really nice video at one point for adding one to your avatar as a prefab, but this would just be so much easier.

I do admit I had been starting to worry that the items would become too good of a cash flow for y’all to give to the hands of players, but glad to hear that it’s still on the table for us to eventually be allowed to make our own.

Still, probably has been a good way to help fund it’s own development too.

For avatar accessories, I saw mention they don’t have scripts, but what about bone physics? Do y’all count those as a script or will basic physbones be allowed?

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Thank you for providing the transcript!

I’m excited to see Avatar Accessories, especially UGC ones, as long as there’s some kind of limit! I’ve already seen some crazy uses of the current test accessories, but there’s only 3. Will there be a cap on how many Accessories can be used at one time?

I’m still not fond of the shop that relies entirely on predatory FOMO releases. Roblox has items and accessories released way back in 2007 that can still be purchased today and VRC has only had the Shop a little over 6 months and has none. Hopefully this practice doesn’t extend into Accessories when they are rolled out.

Like the new CharacterController, I still hope for the return of Udon UI.

Will there be a way of preventing bones from being seen in the attachment method. For my assets i use bones that shouldnt be attached and I would prefer as a creator for people not being able to put googly eyes on my gravity bones

Being able to put an ignore transform on a set like how physbones do would be useful

I think maybe the solution to the growing unease with the increasing number of locked down monetization features, is to include some part that benefits everyone for each monetization feature added. For instance: items necessitated udon bindings for dynamics, and so as a side effect we got world dynamics. The new Looks system for accessories could be expanded to be able to save parameters in the saved look, which would complete a highly requested feature that would benefit everyone. With those new custom loading screens, use the opportunity to improve the world loading UX. If you do things like that, you might get to keep your new revenue streams locked down without making everyone so uneasy.