We're releasing VRChat 2021.3.2 (build 1121) right now! That's right, the [b]VRChat Unity 2019 Upgrade[/b] is now Live!! VRChat is now using Unity 2019.4.29f1. Farewell, 2018! [b]This upgrade has been in Open Beta testing for several weeks!![/b] Thanks to our industrious and helpful Open Beta testers, we've been able to track down and handle most issues with this release. However, [i]as is normal with Unity upgrades[/i], we expect to find some issues. Expect a patch release or three! If you're interested in helping us out with Open Beta testing (including testing your own content) check out #open-beta-info on our [url=https://discord.gg/vrchat]Discord[/url]. Before we give you the patch notes, let's get to the important parts. [h1]I don't make VRChat worlds or avatars![/h1] No worries, you don't need to do anything! The only thing you [i]might[/i] have to do is clear out your cache. [list] [*] In VRChat, go to "Settings". [*] Click "Advanced Settings" in the top right. [*] Click the top button on the left, labeled "Clear Downloaded Content Cache". Click Yes to confirm. [*] Restart VRChat. You're done! [/list] This is done to prevent old 2018 content from being improperly loaded when a 2019 version exists. [h1]I make VRChat worlds or avatars![/h1] [h2]Quick Links[/h2] [url=https://docs.vrchat.com/v2021.3.2/docs/migrating-from-2018-lts-to-2019-lts]2018 -> 2019 Migration Guide[/url] [url=https://docs.vrchat.com/v2021.3.2/docs/current-unity-version]Unity 2019.4.29f1 Download Links[/url] [h2]Creator FAQ[/h2] [h3]Do I need to re-upload my avatar/world?[/h3] [b]Probably not.[/b] I'm hand-waving a number, but ~98% of content works with no issue in 2019. However, even if you don't need to re-upload, you're going to need to upgrade anyways eventually. You should get ahead of the game and backup your project. [h3]How do I upgrade my Unity project?[/h3] [b]Read our [url=https://docs.vrchat.com/v2021.3.2/docs/migrating-from-2018-lts-to-2019-lts]Migration Guide[/url].[/b] We've spent a lot of time trying to cover as many cases in this guide as possible. Follow it closely. [b]BACK UP YOUR PROJECTS.[/b] Pay special attention to step 2.5 if: [list] [*] Your project uses Cloth [*] Your project uses Udon Sharp / U# [/list] [h3]I'm having issues with my avatar/world.[/h3] [b]Try upgrading and re-uploading first.[/b] If that doesn't work, you might want to try consulting with other creators on our Discord. If you're [i]still[/i] having problems, you might've found a bug, and you should let us know by posting on our [url=https://feedback.vrchat.com/bug-reports]Feedback boards[/url]. Of course, if things go south, you can always restore from that backup you made. [h3]Should I re-upload anyways?[/h3] [b]Won't hurt.[/b] Most problems we've seen are solved by re-uploading. You should definitely back up your projects beforehand. [h3]Should I upgrade my project to 2019? Why?[/h3] [b]YES!![/b] There's no reason not to, and it doesn't take too long. Unity 2019 has a lot of editor upgrades and is generally a ton nicer to use in editor: [list] [*] Dark Mode!! For EVERYONE!!! [*] Much-improved Progressive GPU lightmapper with ML-powered denoising, better lightmap UVs. Also, dang, it's fast. A good warp 9.3, at least. [*] Updated UI [*] Refined icons, fonts, layout improvements, and better controls for WASD flying through scenes [*] [b]Editor Shader Compilation is now asynchronous.[/b] Less shader compile hitching when working in the editor! [*] [b]FileSystemWatcher fixed![/b] This was a Unity bug back in 2018. With it fixed, we’ll be able to speed up testing for Worlds and Avatars with our SDK [*] Quick Search [*] Component Presets [*] Lots more [/list] Not just that, but the engine's got a bunch of cool new stuff too: [list] [*] [b]64 Local Keywords and increased global keyword limit![/b] Global keywords go to 384 from 256, and now you get Local Keywords!! Hey shader wizards, [url=https://docs.unity3d.com/2019.4/Documentation/Manual/SL-MultipleProgramVariants.html]learn about the changes in Unity’s docs[/url]! Using local keywords will require a small change to your shader, but will ensure you [b]never[/b] run into keyword issues. [*] [b]Upgraded Physics systems![/b] A new version of PhysX brings a variety of improvements. [*] [b]Incremental Garbage Collection![/b] This means fewer hitches as Unity cleans up unneeded memory and data in a more efficient manner. [/list] Anyways, you should definitely upgrade. 2019's nice. Make sure you backup your projects before you upgrade. [h3]Should I back up my project?[/h3] [b]Yes.[/b] You should. [h3]OK, where's the patch notes?[/h3] Right here! [h1]Client[/h1] [h2]Changes, Fixes, and Improvements[/h2] [list] [*] [b]Updated VRChat to Unity 2019.4.29f1![/b] Check out our [url=https://docs.vrchat.com/v2021.3.2/docs/migrating-from-2018-lts-to-2019-lts]Migrating from 2018 LTS to 2019 LTS guide[/url] to see how to upgrade your projects. [b]BACK UP YOUR PROJECT BEFORE UPGRADING.[/b] [*] Upgraded Cinemachine (2.8.0), PostProcessing (3.1.1), and TextMeshPro (2.1.6) [*] Made changes to keyboard input that make intended keypresses use keys in the same location, regardless of locale or input system. You no longer need to switch to QWERTY to use VRChat. As a result, the keybinds for debug menus should now be usable on foreign keyboard layouts [*] Updated some loading screen graphics and added a few new ones [*] Added in-app setting to change between graphics quality presets, available under the Advanced Performance Settings [/list] [h1]SDK[/h1] [list] [*] Check out our [url=https://docs.vrchat.com/v2021.3.2/docs/migrating-from-2018-lts-to-2019-lts]Migrating from 2018 LTS to 2019 LTS guide[/url] to see how to upgrade your projects. [b]BACK UP YOUR PROJECT BEFORE UPGRADING.[/b] [*] New "Build & Relaunch" option in the SDK Control Panel for easily reloading open clients into new builds [*] Added SDK check and auto-fix for cases where Mesh Read/Write is disabled [*] Adjusted quality settings to match the VRChat application [*] Made adjustments to increase SDK upload speeds [/list] [h2]Udon[/h2] [list] [*] New 'TrackingData.Origin' type in 'VRCPlayerApi.GetTrackingData' to get a player's tracking space origin [*] Udon can now sync 'String' arrays and 'VRCUrl' arrays [*] Const nodes with multiple fields will now render correctly ('Vector3', 'Quaternion', etc.) [*] Constructor nodes will now list their type along with the label "Constructor" instead of "ctor" [*] Calls to 'SetVariable' with 'sendChange' turned on will now actually become 'SetProgramVariable' calls under the hood so that both methods of triggering 'OnVariableChange' events work the same now. Fixes an issue where the 'old' variable value was incorrect on first access, and an issue where value types were never copied over [*] Comments are editable again [*] Fixes display of nodes where you could no longer see outputs ('GetTrackingData', 'SendCustomEvent', others) [*] Fixes issue where 'VRCUrl' always reported it was different when serialized (would always fire 'OnVariableChanged' for a synced 'VRCUrl' even when it wasn't changed) [*] Variables will no longer always have '_1' appended to them [*] Includes new UdonSyncPlayer graph using 'OnVariableChanged' instead of 'OnDeserialization', and drastically simplifying the logic. Should use less bandwidth as well [/list]