Developer Update - 26 June 2025

Welcome to the Developer Update for June 26. We’re back!

Today’s featured world is Suntail Village by, Nova4Dayz.

Announcements

Our Pride Campaign Blew the Doors Off

To celebrate Pride, we set out to raise $50,000 for Trans Lifeline, a trans-led nonprofit that offers direct emotional and financial support to trans people in crisis.

It took us two days to hit that goal. We were speechless! While we thought we’d hit it by the end of the month, we never imagined it would happen that fast.

…so we raised it to $100,000 – a goal the community helped us reach a week after the campaign started.

We were pretty thrilled to say the least – we all feel incredibly lucky to have the community that we do at VRChat.

As we’ve hit the goal, all users will receive the Rainbow Ribbon, a new Item (more on those in a bit).

(The Rainbow Ribbon!)

Likewise, supporters who gifted a VRC+ subscription during the campaign should’ve received a special badge and Pride Supporter Bundle with new Stickers, as a thank you. If you still want these, you can still gift a subscription and receive the badge and Pride Supporter Bundle until June 30 23:59 UTC.

Thank you so much for participating!

It’s Time to JAM! Avatar Jam!

For those who missed it, we opened our Summer Festival Jam for Avatars on June 23!

We’re looking for optimized summer-y cross-platform avatars. Entries close on July 21.

You can read more about the jam here.

You can submit your avatar here on our Jams page.

Get cooking!

2025.2.3 is Now Out: Inventory, Content Drops, and Items!

Yup – 2025.2.3 was a big one!

This update added three big things: Inventory, Content Drops, and Items

Inventory

The Inventory is a new system designed to help you organize and manage your Emoji, Stickers, and Items.

It came with a few bonuses:

– You can now customize your Action Menu, binding Emoji/Stickers to individual slots.
– We’ve doubled the amount of Emoji and Stickers you can have – from 9 to 18, for both!
– Stickers are no longer a VRC+ only feature! Custom stickers, however, will remain part of VRC+.
– Speaking of Stickers, we added a bunch of new effects to our default stickers!

You can find the Inventory at the top of your Main Menu – click the chest!

Content Drops

If you’ve been playing VRChat for a hot second, you’ve probably noticed that we tend to change up the default Stickers during seasonal events. That means during stuff like Spookality or New Year’s Eve, we’ve tossed out a bunch of fun Stickers to fit the theme.

Well, we had people ask us – hey, could we like… always have those? Sure – but what if we gave you more stuff?

That’s where Content Drops come in! We’ll be handing out Content Drops during special occasions. When you log in to VRChat, you can claim them and get everything inside. What’s inside? That depends! It’ll probably change a bit as we figure out what people like.

Items

Hey, it’s the big one!

Items are an entirely new class of thing in VRChat. Basically, they’re fun things you can drop in a world (or use in a world).

What will they do?

Well… a lot! But exactly what they can do is up for debate. We’re still figuring things out.

So far, there are two items: the Pride Ribbon and the REFERENCE CUBE.

We know you’ll want to know more about them – the question we’ve heard the most is basically, hey, when can we make these?

That’s a hard one! The short answer: we have a lot to figure out and it’s going to take some time to figure out what people can or can’t do with them. We probably won’t really know more until 2026, so don’t hold your breath.

Seriously: there are a lot of potential hurdles/questions with Items, so we’re going to release them ourselves for the forseeable future, to figure out what works, what doesn’t, and what Items should like… do.

We plan to introduce items gradually, expanding the features they use as we go. Your feedback is important - for example, if you choose to turn off items for a particular world you’ve published, we have a feedback field where you can tell us why you needed to do this.

A Little More on Items

Here’s the current feature set of items:

  • You can spawn one of each item you have in your inventory.
  • Some items are spawned attached to the floor, ceiling or walls, others are spawned in front of you as a pickup.
  • All your items will be removed automatically if you leave a world.
  • With your Quick Menu open, you can raycast to an item to select it and see details.
  • Items can be moderated in three ways:
    • The world can choose to not allow them to be spawned at all.
    • Each user can choose to hide individual items. You will not see items spawned by users whom you have blocked.
    • In a Group or Group Public instance, Group Moderators can turn off the ability to spawn items (but cannot force them to be allowed if the world creator has turned them off).
  • Items can run Udon and use VRC components like Stations, Pickups, ObjectSync, etc.
    • A Note: Udon running in your worlds cannot interact with items at this time. We’ve written this guide to help you update your worlds to show them in Mirrors if you want, avoid them in Physics calls, and other important info. Take a look through if you make worlds so users can safely use items as they enjoy your world.
  • Items are always on the Item layer (formerly reserved3), and only collide with other items (all the items at the time of this writing are Kinematic and do not collide at all).

Some or all of these features may change as we all learn how items are being used, and existing items will be updated if needed - one of the important reasons that we want to roll items out slowly for now.

…and More!

Don’t forget to read the full notes here!

THE REFERENCE CUBE

IN TIME, IT/MORE WILL FOLLOW/BE REVEALED

Avatar Marketplace

We wanted to briefly touch on a few things!

Content Discovery is a big priority for us! We’re working on tag search, filtering and new ways to organize avatar content.

The Avatar Marketplace Buyer UX is another area of focus – we’re currently exploring some revisions to the Avatars tab based on initial feedback from the launch.

You’ll notice in the release notes for 2025.2.3 that we included this line:

We’ve received a lot of feedback regarding the Avatar “Explore” tab. We’re testing out some changes. You might see a different version compared to your friends for a bit.

You can take a guess at what’s going on there, but please note – we are paying attention to feedback around this issue! We have things planned and hope to make the overall experience better throughout the year.

VCC 2.5.0 is in Open Beta!

VCC 2.5.0 is in Open Beta! You can find the full notes here.

This release focuses on introducing new quality-of-life features and addressing long-standing bugs.

Go check it out if you haven’t yet!

Group Ownership Transfer for Inactive Groups

As VRChat Groups grow and mature, their owners may step away from VRChat for various reasons – while a Group’s owner can always transfer ownership of the Group themselves if they’re active, we want to provide a way for a Group’s staff to request ownership if the original owner isn’t around to handle things.

To that end, our Support team has published a new process for transferring Group ownership if a Group’s owner becomes inactive. We have a few requirements that must be met before we can assist with a transfer, so make sure to read carefully before submitting a request!

As always, if you’re experiencing issues with the VRChat application or your VRChat account, consider submitting a ticket to our Support team. We’re here to help!

Web Updates!

A few updates from the VRChat web team (and friends!) this week:

  • Added support for the Inventory & Items systems, and moved the existing Gallery tabs under Inventory.
  • Fixed an issue where the button to edit your profile image took you to the wrong place.
  • Fixed various issues with the wording of the subscription cancellation UI.
  • Improved the Groups layout on small screens such as phones.
  • Made the Group search properly handle group codes which have been through our profile field sanitizer.
  • Added a “Help Desk” link in the sidebar for those seeking help or support.
  • Improved the reliability of users’ recent worlds row, and extended it to 100 entries from the last 3 months.
    • This is up from 32 entries from the last 30 days, and technically an API change, but I wanted to celebrate it!

We Went File Spelunking…

…and found that we had a file titled release_notes.txt in our client repo. Last touched? 2014.

It’s a goldmine.

Here’s what it contains:

0.6.2 [11/21/2014]
===================
[NEW] Players can drop portals to other worlds
[NEW] Multiple spawns
[NEW] Ability to give players health
[FIX] Player Menu works while falling
[FIX] Monitor app updates correctly
[FIX] Networked prop physics works better
[FIX] Players own their own collisions
[FIX] Players no longer see full room URL in monitor
0.6.1 [11/14/2014]
===================
[NEW] Upgraded to OVR 0.4.3.1
[FIX] Updated quality settings to remove blurry textures
0.6.0 [11/14/2014]
===================
[NEW] Added skybox in main menu
[NEW] Basic first time user instruction
0.5.22 [11/13/2014]
===================
[NEW] Scroll bars in room list
[FIX] Crash in rift mode on some systems
[FIX] Room player count is more accurate
[FIX] Xbox Kinect Tweaks
[FIX] VRChat Monitor autoupdate fix
0.5.21 [11/10/2014]
===================
[NEW] ScreenShot utility (F12)
[FIX] VRC_SimplePhysics works better
[FIX] Custom URLs are now hidden
[FIX] Passworded rooms have more protection
[FIX] Users don't broadcast from hidden rooms
[FIX] Rooms list loads much quicker
[FIX] Blurry terrain fixed
[FIX] UseText is no longer always on
0.5.20 [11/9/2014]
==================
[NEW][WINDOWS] VRChat installer that allows VRChat rooms to be open directly via VRChat web links.
[NEW][WINDOWS] VRChat monitor application that notifies you when VRChat players have gotten online or opened a room.
[NEW] Added automatic patch updater.
[NEW] Full xbox controller support.
[NEW] Avatars are able to sit in the Coffeeshop, Gallery and Meeting Room.
[NEW] Menus updated to use mouse or gamepad for menu item selection.
[NEW] Added settings menu that allows users to personalize control scheme and preferences.
[NEW] Added control schemes such as comfort mode and walk in head look position.
[NEW] Added toggle to talk option in settings menu.
[NEW] Added passworded rooms.
[NEW] Added option for persistent rooms.
[NEW] Added option for hidden rooms.
[NEW] Added "My Rooms" tab that allows users to join and close their persistent rooms.
[FIX] In game UI no longer clips with the world.
[FIX] Console and in game menu placed relative to eye height.
[FIX] Updated (better) Gallery skybox.
[FIX] Room names no longer need to be unique.
[FIX] Fixed random local and remote avatar jutter.
[FIX] Player respawn sets velocity back to zero.
[FIX] Fixed console output disappearing issue.
[FIX] Avatars move their jaw when user is speaking.
[FIX] Jump/fall animations are played across the network.
[FIX] Players no longer hear queued up audio when entering a room.
[FIX] Head orientation is no longer reset when reset is pressed while inputting text.
[FIX] Custom URL dropdown lists are capped so lists don't go offscreen.
0.5.19 [10/8/2014]
==================
[NEW] Content creators can add stations to objects, such as sitting on a chair.
[NEW] Content creators can add player modifications to rooms or use events, such as super speed.
[NEW] Content creators can add slide shows to rooms.
[NEW] Added the Presentation Room to the list of default rooms.
[NEW] Support for Xbox Kinect 2.
[FIX] Avatar heads no longer clip into the player's camera.
[FIX] Avatars no longer jitter when standing on slopes.
[FIX] Events are queued and executed for newly joined players.

We’ve come so far…

About That Creator Update…

In the last Dev Update, we mentioned preparing a Creator Update. Unfortunately, we’re delaying it again! This time, until sometime in July.

Why?!

Well, timing!

While we know it’ll be disappointing to push it off a little more, we feel like we’ll have a better, more accurate idea of what should be on the roadmap in a few weeks.

As we’ve mentioned before, the VRChat team has two week-long jam sessions each year. One of them is very soon! Given that folks could potentially work on creator-based things, we wanted to make sure we had a chance to include that in our roadmap. Unfortunately, doing so means we need to delay it a little bit.

…this also, of course, begs the question of doing a roadmap in this particular way. Does it make sense to update it all at once? Should we do it piecemeal? Should we update it when something changes? A lot of these become resource-intensive quickly, but we’re thinking through it.

End

That’s it for this week! We’ll see you again on July 17. Why the longer break? Well, we’ll be out next week! Gotta hit those waves, you know?

8 Likes

I appreciate the level of transparency you guys are giving us. It’s not just transparency for the sake of transparency, but you clearly think through the possible questions people will have and contextualize features and changes within that.

VRChat is moving in a fantastic direction and I’m excited for the continued future of this platform. :people_hugging:

7 Likes

Kinect User here, can anyone on staff elaborate what those kinect tweaks listed in the client repo mean? Should I be excited?

All hail VRCube. orz

Yeees love the idea of items and an invetory, finally. It’s gotta be something we can make, guessing also buy. Just please don’t make this absolute core feature of VRC fully locked behind VRC+. orz

Still waiting for group creation to be released for everyone, you said it would… Has this changed?

Also thank you for going in the other direction for the first time and surprising us with stickers for everyone and not exclusive to VRC+. I think this is exactly how VRC+ should work, everyone gets the festure but all the abilities of a feature only with VRC+ (for some things). Also Inventory should be its own tab in the main menu, at least later.

And glad you’re addressing the tab issue but I don’t get why you just can’t admit it’s bad design and say you’re changing it to how it should be…

“Playing” VRChat. Noooo, one does not “play” VRC! ToT/

Unfortunately, these are from 2014, so probably not. :stuck_out_tongue:

I don’t think we have any plans to release Groups to everyone right now. That could change, but we’re happy with where they’re at.

This is complicated for me – I’ve even bounced between for/against internally, w/r/t branding!

I don’t see VRChat as a “game” (it’s a platform!!!), but “using” VRChat doesn’t quite feel right, either. We need something to call folks in VRChat that are part of the community. VRChatters??? I dunno.

This is HUGE. Insanely huge. I can’t wait to see what people do with this.

BTW, I noticed that other users’ Rainbow Ribbons only appear if they’re actively holding it. Could this be something that could be changed per-item? It’s a slippery slope since I’d expect most users to make their items visible regardless of if it needs to be, but I can also think of a lot of cases where pickups should be always visible. And what about if a user wants another user to be able to interact with their pickup?

A compromise I’m thinking of is if they need it to be something other users can see and interact with, they’d need to make it a Reference Cube style drop-in, spawning like a pedestal with the item on it.

Could it be possible to change this to allowed by type? For example, a driving world that wants to have items off but is okay with custom-vehicle items? TBH vehicles probably should be an item type of their own, actually.

1 Like

Does VRC Components include Physbones/Contacts? I’d be a bit sad if Items got them before worlds did. Still, I love this so much ~ so much potential here.

It’d be great if worlds had a proper way to block placement in specific zones. I’m not a world dev but IIRC the only way to stop stickers was using the UI layer?

2 Likes

Eek omg it’s Strasz!! Ehum…

Wow, that’s some sad news. So you did change your mind on groups. Good thing someone was kind enough to gift me VRC+ only so I could make a group for my community.

Well I’m glad that you at least know VRC isn’t a game! It’s a new separate thing, calling it a game would just be wrong and do it a disservice if anything. It’s indeed a platform, a social platform. And I think the logic follows with “playing”. It’s not a sport nor a game nor a piece of media like a song so one would not play it. I never say that. I see no issue with “using” and you are using “user” in your TOS, which I was glad to see. I just say “on” VRC, I’m on, I’m going to be on, be online and within context it means being on VRC. I would only say use if it’s like “I use VRChat to make videos” etc. But user is another thing and I would never say player but I do say user. Just like you would for X or Netflix etc.

But the next step of what to call people of VRC beyond just users or people of VRC is more difficult. I think VRChatter is a good word but I’m open to other things. I just don’t understand or like when people call it a game or say one plays VRC. Doesn’t make sense to me and is so obvious, you don’t play when you’re talking to people or dancing or watching a movie. I can go really deep in to this but I find it very simple, yet I wont take it too serious either. But I will never stop pointing it out now and then haha.

1 Like

So they were called rooms at one point! I remember having some people use both room and world back when I joined. A slight tinge of being unsure of what the right term is has stuck with me this whole time as a result. :face_with_hand_over_mouth: (But I definitely know they are NOT called lobbies!)

2 Likes

It’s a lifestyle. :wink:

7 Likes

I love the Items work being done, but I have a few side quests to propose.

  1. I would LOVE to see avatar search…
    …for the avatars I already have.
    I have like 6 pages of avatars and every time I want one that I don’t use all the time, it means a lot of scrolling. (I don’t organize very well…) This has a side benefit of stress testing tag-based search for avatars, for potential future applications.

  2. Not unlike uploaded worlds, I think we should be able to display our own public avatars on our profiles; opt-in kind of deal. That way not every avatar creator HAS TO make an avatar world just to get visibility outside of the whims of avatar search worlds.

  3. Along those lines of #2, I think it would be neat to be able to HIDE worlds from our profiles.
    Let’s say you have Public World, and then Public World (Halloween 2024 Event). Currently, the variant has to either be private; which limits the types of instances that can be made; or clog up your profile’s worlds list. this would fix that issue!

  4. Lastly, the UI page for selecting a player is a jumbled mess and ought to be put in dropdowns, like this mockup I made!


    also, AFAIK, there’s a bug with the dropdowns on this page where they do not load the “collapsed” state correctly (elements are still onscreen despite category being collapsed; have to open and then re-close before they actually go away), so there’s that too.

1 Like

I’m not someone who usually adds feedback to things, but I do have some suggestions of my own to consider. For starters I think it might be a good idea to implement a stats menu for both when making the item, and seeing the item in game so that the user can see what’s on it, along with a performance rank system though with lower stat requirements than avatars, such as having a 20k triangle count being the max before being considered very poor. when it comes to things that avatars themselves are allowed to have, I would suggest allowing physbones to be added to these items but with a lower threshold than avatars have for performance reasons.

when it comes to things you can upload normally for worlds, I wouldn’t be against allowing allowing colliders that do interact with the player collider, but with a massive restriction being that its off by default per item so the user has to manually enable the item’s collider to avoid issues, along with it resetting upon rejoin, but I wouldn’t be apposed to this not being allowed to interact with the players’ physics if you deem it so. When it comes to ridged body it should be fine to add so that people can throw things around. But when it comes to the joints components(which I’ve personally never messed with), that’s up to you.

Now for parameters I’m confused on because of the planned idea of implementing udon into it. personally I would hold off on udon development till the end or even after it has become public to use by us to see how the meta builds on this system, and then decide if its a good idea to implement with you’re own internal testing. But you do what you think is best, it just feels too complex to be throwing at us right off the bat when releasing it with udon. Back over to parameters if they are(were) to be added, for starters I would keep it simple with use of hand gestures(and trigger on index or rmb on desktop), contacts, and physbone parameters, to trigger actions, no menu system for the time being(full disclosure I’ve never used udon stuff so I don’t know if these gesture actions can also be used with udon or not).

When it come to moderation I would suggest adding away to see a list of all items currently spawned in the world instance so that if someone had dropped down an item that plays really annoying vfx or is in some way annoying they can better find and hide it without having to walk around a big world or going through a massive player list. Now when it comes to how many props can be spawned per person, I don’t feel comfortable(from performance point of view) with allowing more than 1 or 2 items to be spawned per person. Another thing to consider is size, I think it might be best test how big these things can be allowed to get, but I would discourage against anything roller coaster big for sure.

There are probably ALOT of things I may have missed or didn’t consider, but that’s what testing is for. Sorry for long response, I’ve just been brain storming this for quite awhile and just wanted voice my opinions and suggestions. I hope this helps out.

1 Like

I know this is very early in development and we won’t be getting it until at least 2026 (hopefully) but by running Udon, would it have similar exposed elements as World Udon? Or would it be it’s own version with much more limited access to classes and features?

Additionally, would it be able to interact with LocalPlayer properties? Would it be able to interact with other player’s properties too?

Regardless, having some form of coding for items is going to be super fun and I can’t wait to get my hands on it soon :tm: :3

3 Likes

Not going to reply to a singular person here, as this is more or less directed at everyone!

Items are really far from reaching the point where we’d want to consider turning them into a UGC thing. Likewise, there’s a chance that they won’t ever be UGC! Is that likely? Probably not – but it’s still a possibility. I really want to underline that, as a system, Items are basically on the scale of avatars or worlds. They’re huge, as a system, and interact with many others in complex ways.

That’s why we’re going at this slow, choosing to release our own stuff first, and then making a call on what we should do with them far down the line.

Obviously, we know that the thing everyone wants is a brand new shiny toy (or in this case… many of them, I guess :P), but if you take a look at avatars/worlds as systems, I’m sure you can pinpoint one or two things that (if we could theoretically start over) we could’ve changed, solving a ton of down the road problems.

So yeah, it’s a long road. That doesn’t mean any of the feedback submitted isn’t being considered, but I want to set expectations. Of course, the fact that you do want to make them so much is a good signal – one that is very valuable!

5 Likes

I would like to see that be expanded to allow world creators to allow item udon to work with world udon for things like PvP or PvE worlds. I know some in the RP community would probably take full advantage of that when and if Items expands to the SDKs

2 Likes

There is huge potential for the items system to become a personal customization system.

It’s not hard to see the jump from items being placed in the world or picked up, to just being constrained to standard VRC skeleton bones of your choice instead of just the hand.

This could mean hats, back bling, bracelets, glasses, and all kinds of other accessories being sold in the stores for people to basically customize their avatars without it having to be a part of the avatar files themselves. Opening up room for great performance improvements as well.

You would of course want to have the ability to set a bone-relative local-space offset position/rotation/scale to them so people can place them accurately where they want on the unique avatar they’re using. Wouldn’t need an interface even, just a “Placing Mode” and confirm placement, moving it to where they want with their hand in 3D space!

There could then be a preset menu in your radial menu to load “Accessory Collection Presets” that are saved on a per-avatar basis. This would allow for people’s custom Item setup for a given Avatar to automatically be applied when switching to that Avatar, loading whatever last preset was used.

Avatar marketplace creators could design characters that are setup specifically for a high level of customizability, bundling Item collections with your purchases that you then setup your own style by using the parts (I could even imagine a funny case where the avatar itself is an unskinned base and you can swap limbs/torso/head/hair as Items haha, but in that case Items would need to support having bones that bind their bones to the same labeled bones on the base avatar).

And with the UDON capabilities, a creator could potentially even allow menus on items to adjust properties, such as blendshapes, colors, etc.. (and save this into the “Accessory Collection Preset” currently being used so the customization is retained for later.)

I hope this is an idea that’s being explored or thought about, as it would be a massive boon for content creators and empower users with more personalization over their looks without having to commission models or using very poor performance models that have lots of customization.


My only concern would be performance impacts in another way by means of lots of different accessories existing in the world that are using different shaders and not being draw call batched. I think if the Item system expands to user-created accessories, there might need to be some restricting to shaders used. Getting shader coders to follow certain guidelines to ensure their shaders batch and having a somewhat regularly updated list of “approved third-party shaders” for use with the Items system. It’s too bad VRC doesn’t use the SRP, since it could take advantage of the SRP Batcher that is pretty ideal for a game like this.

1 Like

About the Items’ moderation system, where only the Group Moderators can modify and cannot override the world creator’s setting.

Why do you choose this specification, although it is different from others (Stickers, Drones, etc.)?

I think this is also suitable for others. The different rules may also confuse users. Isn’t it possible to apply to others?

(I’m still waiting for the outcome of the team’s internal discussion about the instance setting modification. Developer Update - March 27 2025 - #39 by strasz )

3 Likes

Agreed, feels weird for devs to give creators the option to disable Items full-stop but still have disables for anything else be override-able by instance settings. There was huge backlash from world creators upset that these overrides would break systems in their worlds or otherwise take away from the creator’s intended vision for it. I feel like the main reason Items can be disabled globally and not stickers or drones is because Items can now use Udon and are therefore potentially able to break far more in a world, not just “creator’s vision” but flat-out functionality.

The topic is absolutely worth revisiting, especially since it wasn’t resolved last time. I think the best solution here is for the world creator to be able to pick what types are override-able and what types aren’t, e.g. stickers disabled by default but can be re-enabled, but drones are absolutely not allowed.

As for why a creator chooses to do this, worlds can now add reasons as to why Items are disabled in a world, so why can’t that function be extended to all the other types? I’m hoping that’s the plan, at least.

VRChatians.

I think items should be also possible to be forcefully enabled in private instances… private instances should be controlled by the players.
There is already big issue that worlds can disable portal spawning that just makes exploration in groups very annoying as we can’t enable it back.
There is just no reason to limit private instances, no one needs to deal with trolls there to need any restrictions.

And that would also make it more unified, as one setting behaving differently is weird like @naqtn mentioned, but I’m very against about changing the existing buttons. Let me do what I want in my own instance.