SDK Bug & Feature Requests

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[1854] In local world testing, launching multiple clients causes the second and subsequent clients to freeze on a black screen
〇 Environment OS: Windows 11 Pro 25H2 Build 26200.8457 Unity: 2022.3.22f1 VRCSDK: 3.10.3 〇 Summary When performing local world tests using Build & Test Your World or Test Your Last Build, launching multiple clients simultaneously may cause the second and subsequent clients to become stuck on a black screen. Launching clients with a delay between each instance can partially mitigate the issue. 〇 Steps to Reproduce Open the VRChat SDK in Unity. Run Build & Test Your World or Test Your Last Build. Launch multiple clients at the same time. The second and subsequent clients may remain stuck on a black screen and fail to proceed. 〇 Additional Reproduction Conditions Based on investigation, this issue appears to be indirectly related to log output. The issue occurs consistently under the following conditions: Disable debug log output for the client. Launch the first client. Launch the second and subsequent clients. The additional clients will consistently become stuck on a black screen. 〇 Possibly Related Issue A potentially related issue, also suspected to be caused by log output, was observed: When two clients are running in a local test and are in the same world, performing a rejoin from one client causes VRChat to crash. After this occurs, VRChat will continue to crash consistently when rejoining the same world, even when running only a single client. This issue can be resolved by deleting the log files in the following directory: %HOMEPATH%\AppData\LocalLow\VRChat\VRChat 〇 Suspected Cause It is likely that a deadlock or similar resource contention involving log files is occurring, causing clients to freeze or crash. 〇 Expected Behavior All clients should launch and enter the world normally when running multi-client local tests. Rejoining a world should not cause crashes regardless of log file state. 〇 Actual Behavior The second and subsequent clients may freeze on a black screen when launched simultaneously. Under certain conditions, rejoining a world causes VRChat to crash persistently until log files are deleted. 〇 Notes This issue significantly impacts local multi-client testing workflows and should be addressed with high priority.
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Adding another network-related component causes an assign network IDs error
After a successful build, adding a network-related component to a GameObject with another network-related component causes an error relating to network IDs when the next build. Repro steps Create a new scene and put the VRCSceneDescriptor Add a network-related component to a GameObject Build the world Add another network-related component to the GameObject in step 2 Build the world You'll see the dialog (see the 1st attached image) Preprocess Callback Failed The VRCSDK build was aborted because the IVRCSDKPreprocessSceneCallback 'AssignSceneNetworkIDs' reported a failure. The network-related components here are VRCObjectSync , VRCPickup , UdonBehavior etc. That needs a network ID. VRCPlayerObject of the ongoing Persistence open beta also causes this issue. Note 1 The console shows the errors after closing the dialog (2nd attached image) Failed to assign network IDs, 1 errors encountered! Try using the Network ID Utility to resolve them. Note 2 If you press the "Build & Reload" button on step 5, you'll see the "Build Succeeded!" message in the SDK tab. But the build has not succeeded. NetworkIDs in VRCSceneDescriptor has not been appropriately updated (in particular, the Serialized Type Names of the GameObject). This (showing false "succeeded") seems to be another defect. Note 3 If you press "Build and Upload", you'll see the "This file was already uploaded" error popup. And the SDK also shows "This file was already uploaded" as details. This message is incorrect since the building file is incomplete. This also seems to be another defect. Version Worlds 3.7.2
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