MyroP
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myrodev.bsky.social
MyroP
@myrodev.bsky.social
33 yo dude creating and exploring worlds on VRChat.
I am mostly posting about WIP stuff, Unity and world recommendations.
I don't know. Personally, I use "NaN" because I use ASE and I don't think there's an option to set the vertex position directly in clip space (I can set the local vertex position or offset)
November 26, 2025 at 1:32 PM
For improved clarity (it's a bit too late to edit my posts)
About post (3/5) : Pixel shaders aren't performant in general, so if you can avoid executing it, you get better performance.
Option A (cutout) executes the pixel shader
Option B (vertex discard) doesn't
November 25, 2025 at 8:57 PM
(5/5) This was something I wanted to talk about at Furality, but due to time constraints I had to cut that section. You can find the slides here: github.com/MyroG/Optimi...
What I just talked about can be found on page 74
GitHub - MyroG/Optimizing-VRChat-worlds-Furality-Somna: Basics of optimizing VRChat worlds
Basics of optimizing VRChat worlds. Contribute to MyroG/Optimizing-VRChat-worlds-Furality-Somna development by creating an account on GitHub.
github.com
November 25, 2025 at 7:08 PM
(4/5) For worlds : You can GPU-instance "different" meshes by packing them into one mesh + UV atlas.
Create a "Tile discard" shader that uses an instanced property "tileToKeep" property, and set it via MaterialPropertyBlock.
Here, every mesh is GPU instanced, and renders in a single draw call.
November 25, 2025 at 7:07 PM
(3/5)
Second image has a few benchmarks
November 25, 2025 at 7:06 PM
(2/5)
November 25, 2025 at 7:05 PM
Code below

The setup is basically a video player that gets rendered through the VRChat camera only
November 15, 2025 at 3:02 PM
It uses assets from the prefab, but I'm not sure if I'll make it playable yet, since I made a few modifications to the base asset, and I'm not sure if anyone would want to play bowling on such a short lane.
November 1, 2025 at 6:45 PM
(2/2) The "Point Light Volume" component uses a custom cookie texture showing a blurred fan. I'm rotating the point light in sync with the fan, which creates the illusion that the fan is casting a shadow, but that's not the case, AFAIK "Point Light Volume" cannot cast RT shadows yet.
October 27, 2025 at 10:23 PM
Yes, we could only use dynamic bones
October 26, 2025 at 7:43 PM
They seem to be synced like avatar physbones : when someone grabs the door, others can see the door being grabbed
October 25, 2025 at 1:51 AM
Yep, but I forgot to mention that those bones cannot be grabbed on Desktop yet (same as with avatar physbones), so in the current state, you might need to implement separate logic for Desktop players.
(But the SDK is still in beta, things could change)
October 25, 2025 at 1:48 AM
In my case, I would still need to implement some Udon code to highlight the door handle. Also, only the handle has a collider, so the door can only be pushed from the handle.
Nice update! I can think off a few interesting use cases.
October 24, 2025 at 8:58 PM
(5/5) That's it! I hope my explanation was understandable and that you learned something new today.
The 300 character limit is pretty annoying, so I had to shorten some explanations...
October 18, 2025 at 3:39 PM