World/Udon Bugs & Feature Requests

Post about current World or Udon bugs feature requests. One item per post!
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NavMesh Link traversal fails in VRChat after the October 2026 update
NavMeshAgent-controlled NPCs are unable to traverse NavMesh Links in the live VRChat client. The NPCs approach the beginning of the link, walk in place for a while, and eventually abandon their movement. The issue occurs even with a single NPC, so it does not appear to be caused by crowd avoidance. The same behavior was observed with the legacy OffMeshLink component. The issue has also been reported by another user following the October 2026 VRChat update. Environment Unity Editor: 2022.3.22f1 VRChat Worlds SDK: Updated to the latest available version ClientSim: Works correctly Live VRChat client: Traversal fails Steps to Reproduce Create two NavMesh surfaces at different heights. Connect them using a NavMesh Link. Configure a NavMeshAgent to move between the surfaces. Test in ClientSim: The NPC traverses the link successfully. Upload the world and test in VRChat: The NPC gets stuck at the beginning of the link. Expected Behavior NavMeshAgents should traverse NavMesh Links in the live VRChat client, as they do in ClientSim. Actual Behavior NavMeshAgents get stuck at the link entrance, walking in place without traversing it. Additional Information I have tried adjusting the link positions and width, enabling Auto Traverse Off Mesh Link, and updating the Worlds SDK, but the issue persists. Since the same issue occurs with both the legacy OffMeshLink and the newer NavMesh Link, this may be related to changes in the VRChat runtime following the Unity 6 migration. I would appreciate it if this could be investigated.
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Manual Udon sync fails despite successful serialization
Manual synchronization stops updating synced variables on non-owner clients with certain field configurations, despite the owner reporting successful serialization. In the failing cases, the non-owner receives OnDeserialization, but the synced fields remain at their initial values. ENVIRONMENT ──────────────────────── Unity: 2022.3.22f1 VRChat Worlds SDK: 3.10.4 Tested with actual VRChat clients in the same instance STEPS TO REPRODUCE ──────────────────────── Attach the provided Float20SyncProbe and Double20SyncProbe scripts to separate GameObjects. Assign a separate TMP text display to each script. Upload the world and join the same instance with two players. The owner assigns new values and calls RequestSerialization() every 10 seconds. Compare the owner's values with the non-owner's values on the displays and in the logs. Both scripts use Manual synchronization. Only the owner writes the synced fields. Neither script uses FieldChangeCallback or calls Networking.SetOwner. Despite their filenames, the attached scripts currently contain: Float20SyncProbe: 27 synced floats. Double20SyncProbe: 14 synced doubles and 1 synced int. EXPECTED RESULT ──────────────────────── The non-owner's synced fields should update to match the owner's serialized values. ACTUAL RESULT ──────────────────────── With the failing configurations, the non-owner's fields remain at their initial values. Reducing the number of synced fields restores normal synchronization. TEST RESULTS ──────────────────────── All configurations below were tested without FieldChangeCallback. 2 doubles : Worked 2 floats : Worked 13 doubles : Worked 26 floats : Worked 14 doubles : Worked 27 floats : Failed 14 doubles + 1 int : Failed 20 doubles : Failed Earlier tests also reproduced the issue with 20 doubles using FieldChangeCallback, while 20 floats worked. Removing FieldChangeCallback did not resolve the double20 failure. The results suggest that the amount or layout of synced data may be involved, but the exact cause is unknown. POSSIBLY RELATED REPORTS ──────────────────────── A single UdonSharpBehavior with VRC Enable Persistence cannot store more than 108 bytes of the same variable type https://feedback.vrchat.com/persistence/p/a-single-udonsharpbehavior-with-vrc-enable-persistence-cannot-store-more-than-10 PlayerObject Persistence Fails to Respect Sync Mode https://feedback.vrchat.com/persistence/p/playerobject-persistence-fails-to-respect-sync-mode Those reports concern Persistence restoration. This issue occurs during ordinary owner-to-non-owner synchronization within the same instance. REPRODUCTION MATERIALS ──────────────────────── The attached scripts reproduce the issue independently and display each client's local synced values, receive count, consistency check, and serialization result.
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