I try to spawn something based on an Interact() event. It fails in the ClientSim, but it works in the VRChat client. I am sure it worked also in the ClientSim earlier.
TryToSpawn on Glider Pool called before initialized
UnityEngine.Debug:LogError (object)
VRC.SDK3.Components.VRCObjectPool:TryToSpawn ()
VRC.Udon.Wrapper.Modules.ExternVRCSDK3ComponentsVRCObjectPool:__TryToSpawn__UnityEngineGameObject (VRC.Udon.Common.Interfaces.IUdonHeap,System.Span`1<uint>)
VRC.Udon.VM.UdonVM:Interpret ()
VRC.Udon.UdonBehaviour:RunProgram (uint) (at ./Packages/com.vrchat.worlds/Runtime/Udon/UdonBehaviour.cs:1030)
VRC.Udon.UdonBehaviour:RunEvent (string) (at ./Packages/com.vrchat.worlds/Runtime/Udon/UdonBehaviour.cs:1234)
VRC.Udon.UdonBehaviour:Interact () (at ./Packages/com.vrchat.worlds/Runtime/Udon/UdonBehaviour.cs:928)
VRC.SDK3.ClientSim.ClientSimUdonHelper:Interact () (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Helpers/ClientSimUdonHelper.cs:118)
VRC.SDK3.ClientSim.ClientSimInteractManager:Interact (UnityEngine.GameObject,single) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Interact/ClientSimInteractManager.cs:60)
VRC.SDK3.ClientSim.ClientSimPlayerRaycaster:TryInteract (VRC.Udon.Common.HandType,VRC.SDK3.ClientSim.ClientSimRaycastResults) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Player/ClientSimPlayerRaycaster.cs:213)
VRC.SDK3.ClientSim.ClientSimPlayerRaycaster:UseInput (bool,VRC.Udon.Common.HandType) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Player/ClientSimPlayerRaycaster.cs:254)
VRC.SDK3.ClientSim.ClientSimInputBase:SendUseEvent (bool,VRC.Udon.Common.HandType) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Input/ClientSimInputBase.cs:199)
VRC.SDK3.ClientSim.ClientSimInputActionBased:HandleUseRight (UnityEngine.InputSystem.InputAction/CallbackContext) (at ./Packages/com.vrchat.worlds/Integrations/ClientSim/Runtime/Input/ClientSimInputActionBased.cs:245)
UnityEngine.InputSystem.LowLevel.NativeInputRuntime/<>c__DisplayClass7_0:<set_onUpdate>b__0 (UnityEngineInternal.Input.NativeInputUpdateType,UnityEngineInternal.Input.NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate (UnityEngineInternal.Input.NativeInputUpdateType,intptr)