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):
  1. OSC Reset:
    Did not fix the sync for other players.
  2. Manual Tracking Reset:
    Used a custom FX layer to cycle
    VRC Animator Tracking Control
    (Animation -> Tracking). No effect on network sync.
  3. Hard Reload:
    Trigger + Grip + Menu button combo did not restore the skeletal state for others.
  4. Unity Settings:
    Enabled
    Update When Offscreen
    on all Skinned Mesh Renderers.
  5. Blueprint ID:
    Detached and re-uploaded the avatar with a fresh ID (Pipeline Manager).
  6. 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.