Persistence

Share us your Persistence bugs and feedback here (one item per post).
Non-constructive and off-topic posts will be moved or deleted.
Preventing Persistence Exploits from Multiple VRChat Instances
The ability to open two instances of VRChat in separate windows under the same account, each being a different instance of the same world, creates significant issues for any game world that relies on persistence. I'll refer to the two windows as "Window 1" and "Window 2." Both are running the same world but in different instances. If a player performs an action in Window 1, such as getting a reward or losing progress, and the world saves that, they can simply close Window 1, switch to Window 2, and wait for the world to save their data. This will entirely overwrite the changes from Window 1, restoring their progress as if nothing had happened. This exact issue happens very commonly on mismanaged Minecraft servers, where you can have two instances open on the same server but in different subservers. This is most commonly used to duplicate items, which no RPG-style game world wants. An example in VRChat would be the world "Project Aincrad". If, in Window 1, Player 1 trades 10,000 in-game coins they have to Player 2 while Window 2 is up, then at the end of the trade, when the game forces them to save their persistence data, Player 1 in Window 1 will have 0 coins, Player 2 will have 10,000 coins, but Player 1 in Window 2 will still have the 10,000 coins, meaning that 10,000 coins have now turned into 20,000 Coins. I'm not very technical, so this is more of a guess for a potential solution, something like only allowing Window 1, or whichever window was first in that specific world, to be capable of changing the persistence data for that user and world.
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ClientSim doesn't work with Player Objects when Reload Domain disabled
If the Unity project settings Reload Domain is disabled, ClientSim doesn't properly handle Player Objects, causing exceptions and stopping work. Repro Start Unity. Create a scene. Add VRCPlayerObject component(s). Enable Play Mode Options and disable Reload Domain (via Unity menu > Edit > Project Settings > Editor > Enter Play Mode Settings) Press the Play button to start ClientSim (it will work normally at the first launch). And exit play mode. Press the Play button again. Then, MissingReferenceException occurs (see attached). And it doesn't work correctly anymore. Version World SDK 3.7.5 Analysis Clientsim caches the Player Objects in ClientSimNetworkingUtilities._playerObjectList . And it depends on the reloading to initialize it. It should be initialized when starting the simulation. Snipping from the log for searching MissingReferenceException: The object of type 'VRCPlayerObject' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. VRC.SDK3.ClientSim.ClientSimPlayer.SetupPlayerPersistence (VRC.SDK3.ClientSim.IClientSimEventDispatcher eventDispatcher, VRC.SDK3.ClientSim.IClientSimUdonEventSender udonEventSender, VRC.SDK3.ClientSim.IClientSimBlacklistManager blacklistManager, VRC.SDK3.ClientSim.IClientSimUdonManager udonManager, VRC.SDK3.ClientSim.IClientSimSyncedObjectManager syncedObjectManager, VRC.SDK3.ClientSim.IClientSimPlayerManager playerManager) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Player/ClientSimPlayer.cs:198)
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