VRCSDK - Removes Dynamic Prefabs
VRCSDK-2019.08.23.13.45 upon after building removes all dynamic prefabs. See video: https://streamable.com/sv20l
 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.
Spawned Objects have Null References after rejoin
World wrld_0e017a10-3469-4c65-9fec-27a877d8fd4a Repro steps: Have two players join. Click the unicorn to get balloons, observe the colors (look at the logs to see the broadcasts). Pop each other's balloons, everyone should see them pop and disappear, and then reappear after clicking the unicorn. Have one player rejoin the instance. Now if the rejoiner clicks the unicorn, the first player will see a NullReference and the balloon will remain pink instead of being set to a random color. If that balloon is popped, it will not disappear on one client, and there will be a Null Reference. Probably related to this canny: https://feedback.vrchat.com/bug-reports/p/845-spawning-a-complicated-object-breaks-broadcasting-within-the-spawned-object
SDK Quest build panel has nonfunctional shader error buttons
SDK Version 2019.08.23.13.45 The Select and Fix buttons are grayed out and I have no idea why or what they would do, I can only search my project to figure out what it is referring to. The list seems long and has a tiny scrollbar. Can't resize this section to read it well.
SDK disables ALL publish buttons if just one avatar in scene has an error.
The "Build & Publish" button will be disabled on all avatars in scene if just one of them has a red "error" warning (for example, unsupported shader) This means all PC avatars must be disabled so the SDK will let you upload Quest avatars. A little annoying. Repro: Have a PC and Quest avatar in the same scene, observe SDK blocks upload of both avatars unless PC avatar is deactivated.
[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.
[SDK][Feedback] Please add a more compact build panel
The most common operation you might want to do while developing is building the world/avatar, but right now the panel for doing so takes up a lot of valuable screen space, and involves going through a metadata update form that, typically, doesn't need any updates. Please add a 'quick build' panel, which takes a minimal amount of space, and supports only building and uploading assets; ideally, with an option to skip the metadata update phase. 制作中最も頻繁に使うＳＤＫ機能はビルドだけど、今はかなり大きなパネルで画面領域が圧迫される。また、ほとんどの場合は編集しなくてもいいアセット情報記入フォームもいちいち通される。 「クイックビルド」みたいな、ビルドに必要な動作だけが入ったコンパクトなパネルも追加してください。できれば、既存アセットの更新の場合で情報入力を省略するオプションもほしいところです。
Deactivated ONSP Audio Sources Don't Get Recognized By the SDK
When the SDK locates an ONSP Audio Source object with the Audio Source component, the user receives suggestions to replace ONSP Audio Source with VRC_Spacial Audio Source (even when the components are deactivated, which is good). However, there is no such output regarding objects that are deactivated, even though they have both Audio Source and ONSP Audio Source. Expected output: the SDK should suggest auto-fixing every game object with the ONSP Audio Source component in the scene individually, including the deactivated ones.
[SDK][2019.08.16.18.20] Rename Offline Testing to Local Testing
In the new sdk, there is a section labeled "Offline Testing". This name is misleading as it is not possible to test offline as the VRChat client requires network connection in order to log in.
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.