I noticed that VRCObjectSync has started to not sync rotation perfectly. I don't know when this started, but it definitely didn't used to happen. The owner of the object will get the exact correct rotation, of course, but others will get rotation that is slightly off. In my testing, when the owner had (0,0,0) rotation, others had (359.89, 359.89, 359.89) rotation. That's enough to cause slight alignment issues in my situation, which is how I noticed it. How to reproduce: Create a world with an object that has VRCObjectSync. It doesn't need to have a pickup component. I've attached a screenshot of my "obj". Make a button somewhere that has a script like this: using UdonSharp; using UnityEngine; using VRC.SDKBase; using VRC.Udon; using VRC.SDK3.Components; public class resetpos : UdonSharpBehaviour { public VRCObjectSync obj; public override void Interact() { Networking.SetOwner(Networking.LocalPlayer, obj.gameObject); obj.Respawn(); } void Update() { Debug.Log($"pos: {obj.transform.position} --- rot: {obj.transform.eulerAngles}"); } } And assign the VRCObjectSync object to "obj". I've attached a screenshot of my "resetpos" button. Build and launch two VRChat clients. Have each client click the button a few times and see that when ownership is transferred between players, sometimes the non-owner will get a slightly off rotation value. It doesn't always happen immediately after clicking, and sometimes it takes a few clicks in a row for it to happen. Notice that when the object is misaligned, and you click the button to take ownership, the object does visibly rotate slightly as it goes back to the correct rotation. I've attached a screenshot of my console log showing the pos and rot values logged from the script shown above. In my test, the magenta object is the "obj" and the white post is the button.