OS: Arch Linux (but any Linux would get the same results) Unity 2022.3.22f1 Unity project managed by ALCOM (a cross platform open-source alternative to VCC) VRChat SDK version is 3.8.2 Summary Setting Build Type to Build & Test Your Avatar in the VRC SDK window, then clicking Build & Test does not place the new avatar inside %LocalAppdata%Low\VRChat\VRChat\Avatars (as per documentation ), and it is thus impossible to locally test avatars. Why This happens because that directory does NOT exist on Linux; the virtual C: drive created for VRChat by Steam is inside its specific proton prefix, and as such the right path is more likely to be located near /path/to/SteamLibrary/steamapps/compatdata/438100/pfx/drive_c/users/steamuser/AppData/LocalLow/VRChat/VRChat/Avatars/ . This path is not right for every VRChat installation, because Steam allows for multiple game drives. Solutions I see two potential solutions; one of them requires fewer changes and is less practical for users : After building an avatar for testing, if the environment is Linux, provide users the path to the compiled avatar asset so that they can move it over to the right folder manually If the environment is Linux, inside the VRC SDK window, in the settings tab, add possibility to set the path to either the root of the virtual C: drive, or just to the folder where the user wants to export their testing avatars Please, please do ask more info if you need it, I will happily provide them, and I'd be happy to see this bug fixed I have found the location, it is inside .local/share/VRChat/VRChat/Avatars/, I have not seen that documented anywhere, maybe updating the docs would be nice... ~~Also if you just give me the path to the compiled avatar I'd be happy, I really wanted to test it out so...~~ Also, I would gladly fix it myself if the sdk was open source... is that planned ? Is it forbidden, in the meantime, to go and decompile and fix stuff for myself ? What about publishing fixed dlls ?