SteamVR Input 2.0 and PCVR Hand Tracking Support! ⚠️ If you prevously had custom SteamVR bindings, you must reset to the new default bindings and re-customize. ⚠️ SteamVR Skeletal System - We now have PCVR support for SteamVR skeletal hand tracking and finger-based input similar to our native Quest release! Finger tracking for Index controllers has also been improved, as it directly uses the skeletal data from SteamVR. A new button has been added to the Main Menu Controls page to open the SteamVR bindings UI for VRChat. Full controller remapping via the SteamVR bindings UI - Remap any action to any button you want on any controller. The customization possibilities are nearly endless! New gesture methods - Including new mappable “Gesture Direct” buttons that let you explicitly map gestures to any button. This is helpful for triggering avatar effects via explicit button presses! Gesture Wheel - You can now map the Vive wand style touchpad gesture selector on any controller type! Bonus Mappable Actions - Earmuffs, Nameplates, Chatbox, and more can be one button press away with an array of new mappable shortcuts. Auto-Hold - Tired of holding the grip button for equipable items like pens and grappling hooks? The option to auto-hold them is now active if the new “Drop” action is mapped. Now you can press once to pick those equips up and press again to drop them! Double-clicking the configured menu button will now open the Main Menu. You can toggle this off! Check the FAQ for more info. There’s a lot here! Check out the documentation for everything you need to know. You can also find a FAQ here – seriously, we know there’s a lot here! VRChat Constraints! VRChat Constraints are a replacement for Unity’s constraints system that is more performant! Constraints allow folks to do really cool things with avatars – but until now, they’ve been risky when it comes to performance cost. This was due to how Unity’s default constraints were calculated. Our version is vastly more performant. That means creators can use more without impacting other folks around them. This performance increase means that VRChat Constraints can be used on non-PC avatars! It also means we can calculate their performance cost more accurately, so we’ll be adding them in as a tracked performance stat. Secondary note: in addition, we now track a new stat called Constraint Depth. This tracks the deepest chain of constraints on your avatar. This helps us give a more accurate understanding of the performance cost of any constraint systems on your avatar. You can automatically convert your avatar from using Unity constraints to VRChat Constraints using the SDK! Unity Constraint will be auto-converted in client, so the performance improvements apply to existing avatars too! For more information on VRChat Constraints, you should check out the Creator Docs, which you can find here! FYI: The SDK for VRC Constraints will not ship right away, although it could be as soon as tomorrow. Once it ships, this link will change.

Portal Overhaul! You might have caught a glimpse of this in our most recent Dev Update, but we’ve been hard at work redesigning Portals!

This update includes the new graphic style, with a more minimalist approach putting the spotlight on your world thumbnail, a sleek new parallax shader, and fancy drop and close animations!