VRChat Creators Roadmap (August 2026)

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.

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:

:red_exclamation_mark:This roadmap was created in August 2026. All items are subject to change!

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:

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.

  1. “Complete” means that this feature is done and released to everyone on the main version of VRChat. ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎

  2. “In Progress” means that the feature is getting active development work! We are building the feature and performing internal testing and feedback cycles. ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎ ↩︎

8 Likes

Looking most forward to the avatar bone tracking and billboarding in the short term, to cut down on update loops for these such simple yet frequently used effects! And hoping to see Soba finally come around in the more long term. And thank you for allowing us to use realtime reflection probes. I can finally call upon them to re-render when the scenes visuals change. It has made my use cases much more viable from a memory and file size standpoint, while creating incredible visual improvements with a much easier setup to begin with. It has allowed me to make reflections more performant overall for all platforms and more dynamic than what I was locked to before. I have greatly enjoyed it in my use cases. I REALLY hope to see more features get unrestricted in the future!.. I know why they’re in place, but it can hurt my workflow a lot, and has stopped me dead in my tracks many times. Oh- what I would do to be allowed to use true realtime shadows for quest in a correct and responsible manner for specific scenarios!..

3 Likes

Really excited to see this! I guess commenting on that canny was worth it ;)
I really hope we’ll be able to toggle the portal blocking zones on and off from Udon and move them around at runtime!
Maybe flipping it around and making it an allow portal zone would be better? If we could globally change “only allow portals here” to “only prevent portals here” from Udon that would also be great!

Currently portals check locally if they are allowed where they got placed, which can cause some players to not see a portal on their end due to precision issues or desynced spawn transforms.
Portal drop zones will be most useful if they only prevent the local player from placing portals, without destroying received remote portals that are in a disallowed location.

This would allow us to make it so specific players in the instance (a game master for example) can place portals, but the rest of the players can’t.

2 Likes

I’ve been waiting a long time for this.

1 Like

Is there any chance we can get any insight into how the Soba VM works differently than the Udon VM?

My concern is that even though there might be new features that Soba will bring, previous mentionings make it seem like it has QoL upgrades, but it’s not going to really provide the usability or performance that we were originally expecting with Udon 2.

The reason I bring this up is: currently with Udon, I need to do weird tricks and write programs in an odd way just to eek more performance and stability out of Udon.

So even if we get a bunch of new language features with Soba, are they really going to make a difference if I have to hack my way around my programming just to get it to perform better?

5 Likes

Since there is new features being added to toon standard. I would like to bring back up the question of udon video player global texture getting added? Please? Pretty please?

3 Likes

Good to see SDK updates, I would use these

1 Like

I have to really say this year so far, a lot of really great new features !! The only thing I feel is still missing that isn’t on the road map is for avatars is a way to sync constraints; this isn’t just about world dropable items, but also Rebake Offset doesn’t work properly because of the lack of syncing

3 Likes