World/Udon Bugs & Feature Requests

Post about current World or Udon bugs feature requests. One item per post!
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SendCustomNetworkEvent Stops Working
Under certain conditions that I can't reproduce reliably, all network events stop working for a player. It looks like it always happens when the owner/master changes. This causes big issues in high frequented instances where the master changes a lot. World where it happens to me: https://vrchat.com/home/world/wrld_3fb6208d-54d7-4a9f-9cf9-11341fa36037 All objects are active and never get deactivated. Serialization and Deserialization works fine for all players. The network is not clogged and is happy. The network events stop working completely for the client that experiences this behavior regardless of the target (All, Owner) and they don't send or receive any events anymore. The behavior never recovers. If another client tries to send a network event directly to that player (owner) the event gets blocked. I verified that the code works by executing the methods on the client with the bug by hand. (Thanks BobyStar) The code sends maybe 3 events in 20 seconds on multiple UdonSharpBehaviours. I attached some code examples that don't get executed from the network event, but if I execute them by hand it works. The error that's after the rpc call was captured on a non-owner client that tried to send a network event to the owner who was experiencing the behavior described above. This was after I pressed a button that executes the "StartLobby" method. In the code example with the Debug logs I see the first log "All players finished race!" but I don't see the "OnGame Done!" on any client.
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UdonSharpBehaviour throws ArgumentNullException during PrefabStage autosave when Unity pseudo-null object is serialized
Environment: Unity version: 2022.3.22f1 VRChat SDK Worlds: 3.10.3 VRChat SDK Base: 3.10.3 UdonSharp included with SDK Project uses Prefab Mode / PrefabStage with UdonSharpBehaviour components YamaPlayer package present: net.kwxxx.yama-stream 1.5.18 Observed: When opening or editing prefabs containing UdonSharpBehaviour components in Prefab Mode, Unity logs repeated ArgumentNullException errors from OdinSerializer UnitySerializationUtility. Error: ArgumentNullException: Value cannot be null. Parameter name: unityObject VRC.Udon.Serialization.OdinSerializer.UnitySerializationUtility.SerializeUnityObject(...) UdonSharp.UdonSharpBehaviour.UnityEngine.ISerializationCallbackReceiver.OnBeforeSerialize() and similarly: UnitySerializationUtility.DeserializeUnityObject(...) UdonSharp.UdonSharpBehaviour.UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize() Trigger: Open a prefab containing UdonSharpBehaviour in Prefab Mode Move a child object or let PrefabStage autosave run Errors repeat, sometimes dozens/hundreds per save Expected: PrefabStage autosave should not throw if a Unity pseudo-null UdonSharpBehaviour or serialized target is encountered. It should skip invalid objects or handle UnityEngine.Object pseudo-null safely. Additional finding: For diagnosis only, I temporarily tested a local guard around the SDK serialization path. The test indicated that the affected object was not a normal C# null reference, but behaved as null through Unity's overloaded UnityEngine.Object null comparison. With that guard in place, the exception stopped. I am not using this as a permanent workaround and do not intend to publish content with a modified SDK. This observation is included only to help identify the likely failure path. Additional observation: I have encountered this issue twice. In both cases, once the issue started occurring in the project, checking out older repository commits did not reliably make the issue disappear. This suggests that the trigger may involve Unity Library/cache/generated SDK state or some project-local serialized state, not only the currently checked out asset files.
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