Welcome to the Developer Update for June 25, 2026.
Today’s featured world is 真夏、往時の如し by 夏至邱芜.
Announcements
VRChat 2026.2.3 is Live!
Release 2026.2.3 came out on Monday!
It features:
- Companion Updates
- New Customizable UI Background Option: Gradient
- Prop Ability Toggles for World Creators
- Steady Cam Improvements
- An AVPro Upgrade
- Download Prioritization Fixes
… and a lot more.
Read about it here.
Or just have Strasz read them to you:
Get Some (Virtual) Sun
June’s Content Update is still cooking! It’s hot. Cool down with a HURRICANE MEGABLASTER XTREME 1000! Get your Inflatable Swimmies on!
And, most of all, get in the POOL!
Tanabata is coming!
Tanabata is almost here! For those unfamiliar with the story:
Once a year, the two brightest summer stars in the sky, Orihime and Hikoboshi, cross the Milky Way and reunite on July 7. To celebrate this, it’s tradition to write wishes on colored strips of paper called Tanzaku, and tie them to bamboo so your wish will reach the stars.
We put out a form last week asking for wishes to place in the Home world. We got over 1.5k responses! Thank you for submitting! These wishes will populate the majority of the Home world.
You’ll be able to submit your own wishes in the Home world on colorful Tanzaku, each with its own meaning.
For reference:
- Gold: Friendship. Wishes for trust and friendship 金:友情。信頼や友情を願うもの。
- Pink: Gratitude. Wishes of thanks to the people around you. ピンク:感謝。まわりの人への「ありがとう」を伝える願い。
- Purple: Learning. Wishes to learn, study, and master something. 紫:学び。学び、勉強し、何かを身につけるための願い。
- Green: Growth. Wishes to become who you’re growing into. 緑:成長。なりたい自分へと成長していくための願い。
- Blue: Honor. A vow or promise you will keep for yourself 青:誇り。自分自身と交わす誓いや約束。
We’ll be launching a Tanabata-themed Shop update on July 3 at 2pm PT.
We’ll ALSO be releasing the Tanabata-themed Home world and some special avatars through the Avatar Marketplace from July 6 2pm PT - July 12 at 2pm PT.
If you take pictures, please use the social media tag #VRCTanabata七夕 !
Unity 6!
That’s right! VRChat on Unity 6 is now in Open Beta. Or well, it’s on it’s own Open Beta Branch: unity-6
You probably have some questions! First, let me copy this lil notice I put in the Discord:
I AM GOING TO SAY THIS LIKE TEN TIMES. IF YOU ARE A CREATOR, DO NOT UPGRADE YOUR UNITY SDK. DO NOT UPLOAD CONTENT WITH ANY VERSION OF UNITY THAT IS NEWER THAN 2022.3.22f1! ![]()
cool ok
Small Q&A!
Wait, won’t this cause a content apocalypse?!
No. This build doesn’t change anything about our render pipeline, which means that all content should be backwards compatible. We’re still on a special build for Single-Pass-Stereo (not SPS-I) rendering too.
Udon in worlds will continue to function as well, we have put several shims into place for Unity APIs that have changed.
If you load a world or an avatar and it looks or behaves different with Unity 6 than on live (with Unity 2022), that is a bug and you should report it!
Should I upgrade my version of Unity for content creation?
No! Stop! See the big warning above. Don’t do it. It won’t work and you might brick your content and we will not be able to fix it. Wait for us to tell you to do so.
Our servers will reject uploads from Unity 6. If you somehow get something past that block… uhh, you deserve your fate.
Are you ever going to migrate to URP?
Not yet. We’ll talk more about our migration plans in the future.
Which version exactly? Why not 6.3/6.7?
This upgrade brings us to Unity 6.0, or very specifically 6000.0.60f1.
We might upgrade to 6.3 or 6.7 at some point, or even skip them and go straight to whatever comes after. We can’t stay on one version forever. But, you know, baby steps.
What about performance?
It’s better. In fact, our closed beta testers kept using it despite some early bugs that were crashing them. How much better? That depends, of course, on a lot of factors. So, I dunno, try it and see.
What other new stuff do I get?
We’ll talk about that when we get to the SDK! At the moment, only 2022.3 features are supported still.
Where do I post feedback and bugs reports?
As usual: Open Beta | VRChat!
SDK Improvements
Look! Improvements to the SDK!
No huge new features here, but we’re working through some issues in the SDK that have been affecting it for quite a while, as well as a few quality of life improvements for it.
Here are some of the upcoming changes:
- PhysBones and Contacts should keep working if the project reloads while you’re still in Play Mode. This isn’t something the vanilla SDK really does or encourages, but several popular community packages follow that pattern.
- ClientSim in world projects should keep working during Play Mode reloads as well.
- Other improvements to stability in general related to entering and exiting Play Mode in both avatar and world projects.
- Our SDK components are fairly all over the place at the moment when you press “Add Component” which can make it hard to find them if you don’t know what they’re called already. We’re organizing them all under VRChat to make them a bit easier to find, and hiding some internal components from view where they’re not useful.
- Multi-platform builds of avatars can fail to get to the end at the moment if your avatar isn’t at the root of the scene, this will be corrected in the future.
- We’re making changes to how various inspectors and tools internal to the SDK work to try and reduce how much the SDK logs things the end user can’t do anything about.
- (No more “Value cannot be null” spam, if you know you know.)
- When you edit your avatar’s generated colliders in its descriptor (the ones for its hands and fingers), it’ll now mirror properly if your avatar isn’t exactly on the scene origin, as is usually the case with most avatar projects.
- A range of exceptions that trigger in specific situations that could make the SDK unusable in some cases.
That’s the general overview, and we hope to keep picking up more quality of life issues like these for the SDK as we go.
An Update on Age Assurance, Content Gating, and Safety Improvements in VRChat
We recently posted a blog post on this topic. You can find it here.
Tupper can walk you through it here:
Feel free to comment about it here, although please understand we might not be able to respond. That doesn’t mean we aren’t collecting the feedback, though, as Tupper notes in the video.
Closing
That’s it for this Dev Update. As a note, due to some scheduling conflicts, we’re going to be pushing the next Dev Update to July 16. That’s a bit out, but we’ll see you then!
