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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
Using “Freeze To World” with “VRC Parent Constraint” causes the offsets to become incorrect.
When "Rebake Offsets When Unfrozen" is turned on in the "VRC Parent Constraint," and "Freeze To World" is activated from the animation system to freeze the object in the world, the offsets become incorrect. I created a simple gimmick similar to the one shown in the Developer Update video ( https://ask.vrchat.com/t/developer-update-30-may-2024/24821 "VRChat Constraints Revisited") and tested it. The video is attached. The first half of the video shows the scene with "Freeze To World" being used while "Rebake Offsets When Unfrozen" is turned off. The second half of the video shows "Freeze To World" being used with "Rebake Offsets When Unfrozen" turned on. In the second half of the video, the cube moves instantly when "Freeze To World" is activated. The offsets are not rebaked to maintain the positional relationship between the hand and the cube, which leads me to believe there might be a bug in the "Rebake Offsets When Unfrozen" option. --- ”VRC Parent Constraint”の”Rebake Offsets When Unfrozen”をオンにした状態で、アニメーションから”Freeze To World”を操作してオブジェクトをワールド固定するとオフセットが狂います。 以下のDeveloper Updateで紹介されている動画( https://ask.vrchat.com/t/developer-update-30-may-2024/24821 ”VRChat Constraints Revisited”で紹介されている動画)と同じようなシンプルなギミックを作って検証してみました。その動画を添付します。 動画の前半は”Rebake Offsets When Unfrozen”をオフにして”Freeze To World”を操作するシーンです。 後半は”Rebake Offsets When Unfrozen”をオンにして”Freeze To World”を操作するシーンです。 動画後半では”Freeze To World”を操作するとキューブが瞬間的に移動しています。 手とキューブの位置関係を維持するようなオフセットのリベイクは行われず、おかしな挙動をしていることから”Rebake Offsets When Unfrozen”のオプションにバグがあるのではと推察いたします。 build number 1552
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available in future release
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