Chairs on avatars do not work
Avatars from previous builds and possibly from beta builds can't use the chair function at the moment. Tested this on a few avatars. They work in the current live build but not in beta. The avatars otherwise function normally.
 Avatar Loading number says 10 instead of 100
When an avatar loads, it will say 10 instead of 100 upon being fully loaded in.
 Disabled triggers still execute
It is expected that disabled triggers on enabled objects will not execute. Example world wrld_0d863ace-31fa-41f9-a411-5e9cc59542e8
VRC_Station RPC are missing in "Events from Scene" menu
VRC_Station RPCs "UseStation" and "ExitStation" disappear from "Events from Scene" menu of VRC_Trigger. The menu doesn't show the GameObject that have VRC_Station. Environment: VRCSDK2-2020.03.21.12.04 Workaround: Manually type RPC name in "Custom Method" field of SendRPC. Attached pictures: First one is taken with latest released VRCSDK-2019.09.18.12.05_Public. Second one is with VRCSDK2-2020.03.21.12.04. (For comparison I added VRC_Pickup object named "PickupCube".)
 video memory leak
I just tested if https://vrchat.canny.io/bug-reports/p/video-memory-leak is still a thing and can confirm that I am still observing a leak. In my test the video memory went from 962MB to 1575MB. The test went like this: Measured VRAM usage in my home world in a specific place. Went to BETA HUB 2018 and had a friend switch between avatars. Went back to the home world to check VRAM usage again. As uploading the log to gist.github and to paste.ubuntu, because of its size: http://motofckr9k.ddns.net/m/output_log_14-46-41.txt
(906) sitting doesnt anchor hips to seat
https://vimeo.com/401823446 basically, my head is 'anchored' instead of my hips. results in this issue..
 Lerpaport detection not working with player base tracking
I was told that there is now detection for if a teleport should be interpolated based on the distance of the teleport. If this hasn't been added in build 894 then please close this canny. Video of remote client using teleports for base tracking: https://cdn.discordapp.com/attachments/424536392459223044/666747805087432714/DOouJdgn1l.mp4 If the lerpaport detection is measuring each intermediate teleport distance, that's probably not going to work with most worlds that use some form of base tracking since they normally teleport the player to some fixed position in the world and then back to their original location. So you can potentially have the player teleporting hundreds of meters in quick succession but only moving a few cm.
 VRC_Trigger performance regression
I noticed a drop in performance with one of my larger worlds in the 2018 beta. The world uses local VRC_Triggers for culling in a lot of places with OnEnterTrigger/OnExitTrigger so I made a test world to see if VRC_Triggers had a higher performance overhead in 2018. The test world has 16,384 VRC_Triggers that have no events assigned https://vrchat.com/home/world/wrld_96b53d10-b32f-4d78-bbc9-895f4cd0c888. In 2017 I am able to maintain 90 fps with the 16k trigger objects enabled. In the 2018 beta I get 35 fps once I toggle on the triggers. I turned the trigger count up to 35k on live and still didn't drop below 90 fps. 35k was the largest number of triggers I could make before I started timing out while loading into the world.
[Climbing] TeleportPlayer 3 times per frame breaks for VR
The CyanClimbing prefab teleports players 3 times per frame to properly calculate player base location without other bugs*. This works on live for both Desktop and VR. This does not work in open beta for VR only. This is specifically a Teleport Player issue. Modifying the CyanClimbing prefab to only teleport 2 times instead of 3 works properly for VR. VR https://cdn.discordapp.com/attachments/424536392459223044/642537947303903232/nVPvpSXWuA.mp4 Desktop https://cdn.discordapp.com/attachments/424536392459223044/642539009918238760/bMqUTObym9.mp4 * Other bug that is also in live is that calling TeleportPlayer with align room false 2 times per frame causes the player to rotate which can be sickening. https://feedback.vrchat.com/sdk-bug-reports/p/862-teleport-player-with-align-room-to-destination-false-can-rotate-the-player
 Animation sync + data storage does not sync properly
World ID: https://www.vrchat.com/home/world/wrld_bc1cb1f8-a6ef-4957-bd1d-a5775034245a These sliders are synced using Animation Sync, but instead of being set directly, the output cube colors are actually being set using an OnDataStorageChanged trigger There's some glitch where the first time you use a slider the colors will be wrong. To test properly, have each client click on each slider once, and then start testing that they should always match (with 1 second delay due to OnDataStorageChanged rate limit) On Beta, the cube color will usually not match between both clients (except the first time you join the world)