Bug Reports

One bug report per post. Off-topic posts will be closed. Only submit bug reports for builds currently marked as "public". For isolated issues or customer support visit help.vrchat.com.
Severe Cursor Jitter on World UI Elements When "Forced Camera Near Distance" Is Enabled at Long Distances from World Origin
Affected Versions: Live and Open Beta (All Worlds) Platforms: Occurs in both Desktop and VR modes Summary: Cursor movement becomes unstable and jittery when interacting with UI elements in worlds located far from the Unity world origin (0,0,0), specifically when “Forced Camera Near Distance” is set to either Dynamic or Forced . The issue persists even after a full VRChat reinstallation and clearing of all local data. Description: When “Forced Camera Near Distance” is active, UI interaction (via raycast) experiences significant jitter proportional to the player's distance from the world origin. At approximately 500m from (0,0,0), the jitter becomes noticeable, and by 1000m+ it becomes severe enough to make UI interaction nearly impossible. Additionally, mild cursor snapping occurs on some VRChat system menu interfaces (less critical, but possibly related). Steps to Reproduce: Load or create a world containing a UI canvas (using vrc_ui_shape) positioned at least 800m from the (0,0,0) coordinate. Teleport the player to the UI location. In the VRChat settings, set "Forced Camera Near Distance" to either "Dynamic" or "Forced". Attempt to interact with the UI — observe severe cursor jitter on new raycast/movement. Observed Behavior: Cursor jitters heavily on UI elements. The effect intensifies with increased distance from the world origin. Example: At position (0,0,2000), jitter is extremely pronounced (see attached video). Expected Behavior: Cursor should remain stable and accurately track raycast movement regardless of distance from the world origin or camera near-distance settings. Workaround: Setting "Forced Camera Near Distance" to "None" eliminates the jitter almost entirely.
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available in future release
VRC Constraint Sources cannot be edited in any way at runtime with U#
The documentation for VRC constrains implies you can edit a constraint's sources at runtime. The only runtime limitations given in the documentation is that the target transform cannot be changed, that "changing a transform reference at runtime can cause performance issues." In my scene I have a rode-shaped VRC pickup with a child transform representing the tip. Separate from it I have a sphere with a VRCPositionConstraint and the below script attached. The targetSource serialized field points to the pickup's tip transform. ```c# public class TestConstraintRuntime : UdonSharpBehaviour { [SerializeField] Transform targetSource; private void Start() { VRCPositionConstraint constraint = GetComponent<VRCPositionConstraint>(); constraint.Sources.Add(new VRCConstraintSource(targetSource, 1f)); Debug.Log($"Sources count: {constraint.Sources.Count}"); constraint.IsActive = true; constraint.ApplyConfigurationChanges(); } }``` When the constraint's source is set to the tip in inspector, the constraint performs as expected. But when it is not set in the inspect and assignment is left to the script at runtime, nothing happens. I also attempted to change at runtime the weight an inspector set constraint source using the method specified in the documentation (pulling out a source; setting the weight field; and then returning the source), but that also failed to have any impact. For sanity I tried to perform the same logic with a Unity constraint and that worked without issue. Either this is a bug or the documentation needs to clarify that these changes cannot happen at runtime.
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available in future release
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