Developer Update - November 20 2025

Welcome to the Developer Update for November 20, 2025.

Today’s featured world is Emerald Valley by Mankey.

Announcements

WIZARDS, STILL

STRASZ THE PURPLE would like to remind you that you have until December 4th at 1PM PST to BECOME A REAL WIZARD.

So yeah, do that.

New Years 2026 is Coming! Submit Something!

New Year’s Eve is almost upon us, which means it’s time to start creating. POSTERS! MUSIC VENUE LOGOS! ENTERTAINMENT NETWORK VIDEOS! You name it! As usual, the booths will be invite-only this year. Everything else is open to public submissions!

We hope you look forward to this year’s world, we started working on it right now!

Submit a poster: https://forms.gle/JQKpvbtFBBv1xxTH7
Submit a music venue logo: https://forms.gle/2dX8SLmWGnyPrkmbA
Submit an Entertainment Network video: https://forms.gle/D1JUigG7xwoW3SWW8

November 2025 Creator’s Roadmap Update

We’ve updated the Creator’s Roadmap! You can see that here.

Some major points include discussion about the Avatar Optimizer we’re working on behind the scenes, as well as the removal of Recurring Payments for Group Stores from the roadmap.

Go read the full Update for details!

2025.4.2 is in Open Beta!

That’s right – we’ve got another release cookin’ for you. You can read about it here.

The short version: Group Discovery! Group and Event Sharing! Mutuals! Debug UI changes! Steam Audio… maybe soon? :eyes: :eyes: :eyes:

Bug Updates for Creators

We have a bunch of small fixes we’d like to talk a little about! Read about 'em below:

Easier Way of Getting Players

As a world author, you’d previously get the players in your world by doing something like this:

VRCPlayerApi[] players = new VRCPlayerApi[VRCPlayerApi.GetPlayerCount()];  
VRCPlayerApi.GetPlayers(players);

This populates the players array with all of the players currently in your world. While this can be beneficial for avoiding performance spikes caused by garbage collection by reusing the same array over and over, it isn’t particularly accessible to users that are brand new to world creation.

In a future SDK version, you’ll be able to call VRCPlayerApi.GetPlayers() without any parameters, which will handle the process of creating the array for you. This will hopefully be easier for newer creators to understand.

You should still prefer using the original non-allocating version if your world is complex and you need to get the list of players frequently!

Log Parsing in the SDK

We’ve added the Parse Logs utility from Udon Sharp 1.2b. This is a tool you can use to import and scan log files created by the VRChat client.

You’ll be able to access it via the menu option: VRChat SDK->Udon Sharp->Parse Logs from File.

Performance Improvements for Multi-Avatar Scenes

If your workflow involves having multiple avatars in the same scene all sharing the same parent game object, you may have noticed performance issues when opening the Builder tab of the SDK control panel. Unity could hang for a while waiting for Scheduler.Tick to finish.

An upcoming SDK release fixes this issue. In short, this was due to the system mistakenly scanning across all avatar instances sharing the same game object root instead of just the selected avatar when performing certain validation checks.

Third-Person View… in VRChat

Imagine VRChat, but like, from above yourself.

How would that be? Would it be good? Would it be… anything? That’s a great question! Why don’t we figure it out?

We will be – in a special beta! In this beta, you will be able to enable Third-Person View on Desktop. No, it won’t work in VR (and is locked to Steam for now, depending on how this goes.)

This one will be a “sidecar” beta, similar to how we did things with Steam Audio, or with IK 2.0 (way long ago!). Basically, you won’t see this feature unless you specifically download and use this beta on Steam.

(PS: If you’re in the #open-beta-info channel on Discord, you’ll see updates for this particular branch!)

So, how will it work?

So – first off – all of this is subject to change as we figure out what works. With that said…

You can press F5 or scroll out on your mouse to activate Third-Person View. Scrolling will change the distance the camera is from your avatar. Zooming back in will switch you to the normal view.

If you press TAB, you’ll be able to rotate your camera around. This behavior changes a bit when you’re moving – rather than explain every interaction precisely, we’d like you to go try it. Tell us if it feels intuitive or not!

If you want to move something you’re holding in your (virtual) hand, you’ll now have to hold ALT while you scroll.

As a note to world creators, we’ll be providing folks with a special world tag that will disable this feature, if you so choose.

Up until now, we’ve been working with a select group of creators to try to get things to work in most worlds… but it’s likely impossible to get this feature to work smoothly in all worlds, and we’re having to make a few choices so that it works in most of them, at least.

Give it a shot! Let us know what breaks! Let us know if you like it!

Chances are, when this does roll out (outside of this beta), we’ll be shipping it out as a test – but we want to make sure that it mostly works before we do that.

Conclusion

That’s it for this Dev Update! See you again December 4!

13 Likes

Would it be possible to attach UI HUD elements to the camera so they still work properly in third-person mode? Could this somehow be done automatically for world objects attached to the player’s head?

2 Likes

VRCCameraSettings.ScreenCamera will provide a reference to the position/rotation etc of the third-person camera when in that mode (and automatically switch to the first person camera when not) so that can be used for HUD type things. Some worlds are already set up HUD type things that way. Others which use TrackingDataType.Head to attach a HUD may have issues. For now we’re intentionally keeping this at the first-person camera’s position because it’s used often to get a position of that part of the player’s body, otherwise things like the seat alignment in Test Pilots and similar worlds breaks.

2 Likes

Awesome to see a contribution I made to UdonSharp make its way into the official VRChat SDK! This will be a great tool for creators sifting through huge log files from others.

2 Likes

So will the 3rd person view work on Quest as well? Or just PC?

1 Like

Just PC (and not PCVR, only desktop mode on PC) for now

2 Likes

pretty nice :grin:

1 Like

With the integration of thirdperson, I’d like to suggest an avatar component for attaching things directly to the player’s camera. Something I’ve wanted for VR for a while, because attaching elements to the head bone is limited to IK movement. This would add the ability to also create HUDs that work properly in Third Person view as well as first person and VR.

3 Likes

Okay so my first thought, is have y’all considered having over the shoulder toggles?

I’d imagine if y’all started to dig into adding third person to vrchat, y’all likely would of come across a popular third person camera set up for worlds by the name of Insight, made by Vowgan. It’s got a lot of nice features for thirdperson you could take some notes from.

2 Likes

[Avatars SDK] Viewpoint Constraint Component | Voters | VRChat upvote my canny!

Finally, the real third person view and it’s official! But will it work on mobile version too?

1 Like

Ooh, interesting. There should be a list of recommendations/conventions that creators should follow to make sure this (and future) changes work seamlessly.

each day VRChat becomes closer and closer to being activeworlds

This is on the list for potential improvements. When Third-Person View eventually releases to live, it’ll first be coming as an AB test/experiment If good things happen for the people in the experiment then we’ll look at investing in the feature even more in depth. But for the first version, over the shoulder didn’t quite make it past the “feature creep” threshold.

At first it’ll only be for the PC Desktop version. But mobile is a potential future follow up if it goes well on PC.

1 Like

Third person camera is a great addition! Hopefully I won’t have to use the photo camera and mirrors in desktop mode anymore just to get a better look at how my avatar fits surroundings.

Speaking of the roadmap stuff, could we please get an opt-out setting for VR Pickup Auto hold? I’ve seen these new pickups in a few game worlds, and they are very unintuitive on Index controllers. There’s also a separate post about this on the feedback board:

1 Like

Im loving the new roadmap and whatnot but like… when are we gonna address the issue that for the past 3 years EAC has been bypassed and malicious client users are starting to gain in numbers again. I mean it’s still small but these clients fully take advantage of Udon… and will crash users/instances.

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These are just two different clients and one of them is free. From my digging, there are more than 10 active clients. When will this get fixed, because it’s getting annoying to have a safe and secure instance, also groups with locked features are compromised.

I’ve already made reports on these, but it seems more like nothing will be done about it

I’m a bit unsure how to feel about third-person camera support. I have noticed that some desktop users already struggle with properly understanding personal space when it comes to interacting with VR users, and while a third-person view would definitely allow them to understand the space they occupy better, I feel like it would end up lessening the immersion of speaking “face to face” with someone. Happy to be proven wrong by more experienced desktop users than me, but it feels like this drives a further wedge between the experiences of VR and desktop users.

Aside from this, how is the camera handled with walls and other solid objects? Will a third-person view player be able to look through walls by zooming out and orienting their camera on the other side of it?

2 Likes

For got to mention, some of these clients bypass asset encryption so VRCA and VRCW files are back to pre-patch pretty much

The 3rd person view sounds like an interesting upcoming feature!

But I have my concerns on it. A lot of worlds or also some tools uses the tab key to show custom world menus or do things, for which the mouse cursor has to be visible/active (for example my Desktop Puppeteer).

Use the tab key to rotate the camera could make these things unusable. Or has the tab key only an additional function when 3rd person view (F5) is currently active?