It’s once again time to give you an update on our creators roadmap! Here’s what we’ve got to share about new and upcoming features for world and avatar creators.
As always, please remember that this isn’t a complete list - some changes won’t appear in the roadmap first, and our plans might change. That being said, we hope you’re excited to see what we’ve got planned!
Completed Roadmap Items
Since our March 2026 roadmap, we completed 5 out of 8 announced roadmap items. Avatar creators can now fire raycasts and use global PhysBones for collisions with avatars/worlds, VRCTween brings a big chunk of DOTween’s animation toolkit to Udon, and Contacts can now be box-shaped. Soba and world analytics are still in progress - you’ll find them on the new roadmap below. We’ve paused the avatar optimizer for now, and there’s more on that further down this post.
| Status | Name |
|---|---|
| Complete [1] | Add a ‘Box’ ShapeType |
| Complete [1:1] | Add raycast component to avatars SDK |
| Complete [1:2] | Implement custom “global” physbone colliders |
| Complete [1:3] | VRCTween |
| Complete [1:4] | Expose VRC+ status to Udon |
We also implemented a few other features that weren’t mentioned on our previous roadmap:
| Status | Name | Description |
|---|---|---|
| Complete [1:5] | Color Mask for Toon Standard | Tint up to four parts of a single material separately, using an RGB(A) mask texture. |
| Complete [1:6] | PhysBone colliders in Udon | Change a PhysBone collider’s shape, size, position, and rotation while your world is running. |
| Complete [1:7] | Automatic shader chunking | Your worlds and avatars now split shaders into 4 MB chunks when you build them, so they load more efficiently. |
Read our SDK release notes for more details.
New Roadmap
The new roadmap includes the following features:
This roadmap was created in August 2026. All items are subject to change!
| Status | Name | Latest announcement |
|---|---|---|
| In Progress[2] | Avatar bone tracking in Udon (New!) | Dev Update 13 Aug |
| In Progress[2:1] | VRCBillboard (New!) | Dev Update 13 Aug |
| In Progress[2:2] | Advanced contact proximity parameters (New!) | Dev Update 13 Aug |
| In Progress[2:3] | Soba | Dev Update 13 Aug |
| In Progress[2:4] | Action Drivers (New!) | Dev Update 27 Aug |
| In Progress[2:5] | Material Contacts (New!) | Dev Update 27 Aug |
| In Progress[2:6] | Unity 6 VRChat SDK (New!) | Dev Update 27 Aug |
| In Progress[2:7] | Variable width avatar parameters (New!) | Dev Update 27 Aug |
| In Progress[2:8] | Designating portal drop zones (New!) | See below |
| In Progress[2:9] | World analytics | See below |
Click on the blue URLs above to see more information in the associated feedback posts.
As you can see, we announced most of our new roadmap items in recent developer update posts. Read them to learn more!
Let’s go into a bit more detail about other items:
World analytics
This project is very, very early in progress. We’re currently running a small world analytics test in which we give creators access to additional, rudimentary analytics. We’ve invited a few dozen world creators - as many as we can support without building a fully-fledged analytics system.
Our goal is to learn which analytics are most important and how creators can utilize them to improve their worlds. Next year, we plan to use what we’ve learned to build an analytics system that supports a much higher number of creators. This will likely take quite a bit of time, so we appreciate your patience!
Designating portal drop zones
Currently, world creators have to choose between disabling portals completely, or allowing players to put them anywhere (except the player spawn area). There’s no middle ground, which is awkward if you want to disable portals, but only in certain areas.
We’re working on fixing that! You’ll be able to define exclusion zones - areas where players can’t place portals. This should be especially useful if you make games or other spaces where players shouldn’t accidentally walk into someone’s portal. We’ll share more details in an upcoming developer update.
Avatar optimizer
We’ve removed this project from the roadmap for now, but we expect it to return in the future.
One reason for its removal is that we need to focus on Unity 6 support first, as it affects the avatar optimizer’s features and functionality. We’ll also need to ensure the avatar optimizer works well in conjunction with popular third-party avatar optimizers. Avatars are diverse and complex - and we want to make avatar optimization easier without many new ways to break your avatar on upload.
We haven’t forgotten your positive reaction to the avatar optimizer. We appreciate your support!
Other features
This is not a complete list! It doesn’t include:
- Minor SDK changes and improvements
- Changes to the Creator Companion
- Changes to the creator documentation
Got questions?
- Visit feedback.vrchat.com to be notified about status changes for any feature you upvoted or commented on.
- Our bi-weekly dev updates are where we usually go in-depth about how these features work.
- And, of course, once a feature is released, read the SDK release notes and documentation to learn more.
“Complete” means that this feature is done and released to everyone on the main version of VRChat. ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎
“In Progress” means that the feature is getting active development work! We are building the feature and performing internal testing and feedback cycles. ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎
