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Connecting to a Discord Voice Chat Can Sometimes Cause a Disconnect.
This is a bug that is difficult to reproduce, and doesn't occur consistently at all, but I've observed it for the past couple of years at least, and felt like finally writing something about it. I will note that this has occurred across entirely different installs of Windows. Upon joining a Discord voice chat, it can sometimes cause VRC to immediately disconnect, like down to the millisecond that you joined it. This normally throws the error: "Your connection to VRChat was interrupted. Verify connection and try again." Looking at the logs, the only bit that looks relevant is: > Connection lost. OnStatusChanged to SendError. Client state was: Joined. SCS v0 UDP SocketErrorCode: 10055 AppOutOfFocus WinSock Not sure what's causing it, but yeah just some weird behavior that I've observed for years and just thought I'd mention it. I notice that it usually tends to happen when it's the first time I've joined a Discord VC in a while, it seems to not happen again for a days afterwards. It seems most likely to happen if you reboot entirely, load into VRC first, then load up Discord and join a VC, it might happen that first time but then never happen again for the rest of the day. If anyone else has experieced this, and might know more, please leave a comment. I have a feeling this might be one of those strange bugs that are weirdly specific and difficult to diagnose. (IE: https://feedback.vrchat.com/bug-reports/p/25gbe-lan-causes-jitterting-problems-exclusive-to-vrc ). For all I know this could be specific to my machine or my network for some reason, so some confirmation from others would be nice. Thanks.
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Late joiners drop network data events occuring between Start() and first update
Create a scene with a button, with a counter, using a script similar to the one below. Have 2 players in the instance Have one rejoin, start sending events. Press the button to increment while other player is in loading screen, after you've seen the START event in the log (as per the script below) When the player joins, you will see the data (or at least world state) is stale. This can sometimes break game worlds, if a game starts/ends while on a loading screen. This is harder to trigger on a simpler world during the loading screen due to how short it is, but larger/heavier worlds this becomes more common. This affects manual sync scripts with OnDeserialization, I have not tested with Continuous sync. Note, there may also be a similar issue in the persistence system, which can cause similarly stale data to appear, but this is as of now untested. using TMPro; using UdonSharp; using UnityEngine; using VRC.Udon.Common; [UdonBehaviourSyncMode(BehaviourSyncMode.Manual)] public class Script2 : UdonSharpBehaviour { public TextMeshPro tmp; [UdonSynced] public int counter; void Start() => _Upd("START"); public override void OnDeserialization(DeserializationResult result) => _Upd("DESER"); public override void OnPostSerialization(SerializationResult result) => _Upd("POSTSER"); public override void Interact() { counter++; RequestSerialization(); } private void _Upd(string msg) { tmp.text = $"Value: {counter}"; Debug.Log($"[TEST2] {msg} {counter}"); } } Worth a note: this bug has existed since automatic restore of synced data was introduced, if not longer. I just forgot to report it, oops.
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