VRCWorld Prefab has VRC_Event Handler on it. And tells you that is incorrect.
The `VRCWorld` prefab in `Assets>VRCSDK>Prefabs>World` has a `VRC_Event Hander` component on it that tells me to use a `VRC_Trigger` someday in the future. Has this day come? Will it ever come? Is it a false prophet?
[SDK 2019.06.25.21.13] Build Control Panel lags Unity for large scenes
I am using Unity 2017.4.28f1 and just updated an old but large project to VRCSDK-2019.06.25.21.13_Public. Opening the Build Control Panel or switching to it from another window lags unity for 3 or more seconds. This only happens in large scenes as creating a new scene has no issues in the same project. This scene has 8500 GameObjects for reference.
Pipeline Manager component lags Unity
The "pipeline manager" component is automatically added to Avatar Descriptors and Scene Descriptors. While this component is visible and expanded, Unity lags like crazy. Even typing in a text box (such as to adjust the avatar's viewpoint) lags. Collapsing the component *immediately* stops the lag and makes the editor very smooth again.
Importing SDK overwrites Standard Assets improperly
VRChat SDK includes folders originally from Standard Assets in different file paths. So, for example, importing VRCSDK package modifies some Standard Assets folder content. Although importing dialog window warns about that, I think this is unexpected behavior for users. Attached first image is a example of importing VRCSDK dialog. In this case, I import Standard Assets first, and try to import VRCSDK next. You can see VRCSDK files will go Standard Assets folder ("Standard Assets/Prototyping/Materials" etc.) Note: 1) Files with "NEW" icon are only in VRCSDK. 2) Files with cycling arrow icon are common files and have differences. 3) Other Files (without checkbox) are common files and have identical content. Some common files have different file name. For example, "prototype_steps_4x2x2.FBX" in VRCSDK has identical ID (guid) "StepsPrototype04x02x02.fbx" in Standard Assets. ("Assets/VRCSDK/Examples/Sample Assets/Prototyping/Models/prototype_steps_4x2x2.FBX" and "Assets/Standard Assets/Prototyping/Models/StepsPrototype04x02x02.fbx") In attached second image case, I change the order. VRCSDK is first and Standard Assets next. In this case some Standard Assets files will go to VRCSDK folder. (Files with gray out name string are only in VRCSDK.) Currently, content differences seem not be destructive with exception cases in which user modified Standard Asset files. Troubling cases that I can imagine are shared project among some persons. They might confuse because file names (and path) could be different depending importing order. (Workaround is making importing order rule among members.) SDK users already use these files. So I think it's difficult to fix anymore. Instead I propose making a note as a known bug.
(Fixed) Unable to upload new worlds.
EDIT: As soon as I posted this I figured out the issue. I forgot to delete the tests folder from post-processing 2, so I was getting script errors that were preventing upload. This is SDK 2019.06.25.21.13 Whenever I attempt to publish a new world, I get an error I've never seen before that says "Could not run VRChat scene | Last built VRChat scene could not be found. Please Test/Compile Full Scene (slow)." This error also occurs whenever I try to test the world as well. I have not done anything different with this world that I generally do with my worlds, so I have no idea what is causing it.
 Players no longer move with colliders in worlds
If you have a moving platform, before the update, players would move with it. After the update, players do not move and just slide off. This makes all obstacle courses with moving platforms near impossible. Example world: wrld_e63339ad-ff50-45c9-ae68-cb68f39f6b0a World contains two moving platforms. Both use the same animator. The one to the left does not have a rigidbody. The one to the right has a rigidbody and the animator will animate physics.
Male/Female setting looks opposite
Version: SDK 2019.04.01.10.09 Description of the bug: Male/Female setting (Default Animation Set in the VRC Avatar Descriptor) seems to be opposite. When I choose "Male", the avatar becomes pigeon-toed, while when I choose "Female" the avatar becomes duck-footed. This behavior looks opposite.
Baked Lightmaps on SpeedTrees do not load into VRChat
When lightmapping a SpeedTree, things go well inside of Unity, but then in VRChat the lightmap is all black. If this is intended behavior and can not be fixed, please document it. SpeedTree tech is built into Unity. This is a problem related to grass/terrain too, I assume. But in my case, *I am not using terrain*.
Unity Terrain grass shaders broken in VRChat
The hidden shaders Unity uses for Unity terrain grass detail patches falls back in VRChat to shaders that are not affected by fog settings and have cutout rendermode, forcing world builders to use the tree mesh part of terrain to render grass patches and that impacts performance a lot. The two hidden shaders in question are "Hidden/TerrainEngine/Details/BillboardWavingDoublePass" and "Hidden/TerrainEngine/Details/WavingDoublePass" causing all the grass in a scene to stick out of the fog. Dropping in this replacement shader that adds alpha transparency doesn't get picked up in VRC and gets reverted to the cutout shader without fog: https://github.com/Nition/UnityTerrainGrass Screenshots from Unity 2017 and VRC 2017 build showing no alpha transparency and fogging in VRC but working fine in Unity
A Prefab in the SDK throws warnings about sibling objects
The default VRCChair Prefab in the current SDK displays warnings about itself, "Sibling objects share the same path, which may break network events". Looking at the Prefab, it does indeed contain two game objects named Cube. This may be a confusing scenario, especially for new users who might not know what to do about it or whether their world is actually broken.