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Bug Report: Skeletal/Fingertracking Sync Failure on World Transition
Description: I am reporting a persistent issue where my finger tracking (Valve Index Controller) freezes for other players after a world transition. While everything looks correct on my end, remote players see my hands in a static pose. This issue persists across multiple avatars and occurs regardless of the avatar's specific setup. Observed Error Logs on Remote Clients (when viewing my avatar): * ERROR: LoadAvatar failed - no avatarId * WARNING: Recovered 0 Network IDs from Avatar * WARNING: Model failed validation ... unitySortNumber, assetVersion Troubleshooting steps already taken (none of these solved the issue): OSC Reset: Did not fix the sync for other players. Manual Tracking Reset: Used a custom FX layer to cycle VRC Animator Tracking Control (Animation -> Tracking). No effect on network sync. Hard Reload: Trigger + Grip + Menu button combo did not restore the skeletal state for others. Unity Settings: Enabled Update When Offscreen on all Skinned Mesh Renderers. Blueprint ID: Detached and re-uploaded the avatar with a fresh ID (Pipeline Manager). Hardware: Confirmed SteamVR is using default bindings and sending skeletal data correctly. Conclusion: The logs ( Recovered 0 Network IDs and no avatarId ) strongly suggest a server-side synchronization failure during the "handshake" process when entering a new instance. The VRChat network layer appears to fail at mapping bone IDs to remote clients, even though transform data is being sent.
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