What's new
What each build added or fixed, newest first. LAS updates itself, so the newest build here is the one you get at the next launch.
A small follow-up to 0.6.0 that fixes what the launch review found around crash reports and the Try it button.
Crash reports keep your user name out
Section titled “Crash reports keep your user name out”When you allow automatic crash reports, the report LAS sends no longer carries your Windows user name anywhere. The list of loaded program files that helps us read a crash now names the install folder as a path under your profile instead of spelling the profile out, and the same cleaning runs over every thread in the report. Nothing else about the report changed, so it is still as useful for fixing the crash.
Try it fails fast instead of hanging
Section titled “Try it fails fast instead of hanging”If the Unity editor closes while Try it is starting or stopping, LAS says so within a few seconds and offers Try again, instead of waiting four minutes for a start that can never answer. A Cancel test button shows while a start is under way, so you can back out of a slow start yourself.
When VRChat’s build of the test copy is aborted, for example by an error one of the avatar’s components raises, the Try it panel shows the reason at once in its own error bar, quoting what the build said, instead of a generic message three minutes later.
Unity stays out of the way
Section titled “Unity stays out of the way”While a test runs, the Unity window no longer steals focus from LAS when it enters or leaves play mode, and it no longer flashes on the taskbar after LAS dismisses one of its pop-ups. An editor LAS keeps minimized is put back after a pop-up brings it forward.
Hiding a part that carries an SPS plug
Section titled “Hiding a part that carries an SPS plug”Hiding one of your base’s built-in parts that an SPS plug rides on, such as a Wholesome Lollipop’s mesh, now hides the plug with it, so Try it and uploads no longer stop with “Failed to find plug renderer”. If the plug cannot go safely, the hide is refused with the reason.
The first stable build since 0.5.0. It carries everything the 0.6.0 beta builds added over the summer, so if you are coming from 0.5.0 there is a lot here.
Undo, redo and history
Section titled “Undo, redo and history”The studio now remembers every change you make while an avatar is open. Undo and redo buttons sit in the page’s top-left corner above the category rail, and the list button beside them shows each step by name, such as “Adjusted the placement of Head”, so you can jump straight back to any point and forward again. Ctrl+Z undoes, and Ctrl+Y or Ctrl+Shift+Z redoes, while a text box you are typing in keeps those keys for itself. A whole slider or gizmo drag counts as one step, and the panels show the restored values at once. Putting on or taking off a base or an outfit is a step like any other, so undo takes an item back off or puts it back on. If you are in the middle of a move, the history asks you to finish it first.
A Transform panel for moving things
Section titled “A Transform panel for moving things”A new Transform category shows your avatar’s skeleton as a tree of plain-language bone names, each with position, rotation and size fields and a reset arrow. Click anything in the viewport to select it. A click selects whatever actually moves the thing you clicked, so a pair of wings selects the piece that carries them and the body selects the bone under your pointer. A header at the top names your selection, with a chip saying what kind of thing it is (bone, object, SPS plug, SPS socket or anchor) and a Part of button that selects the item it belongs to. Below it the panel is split into sections you can fold: Bones, Objects, Position, rotation and size, Attachment, SPS plug, SPS sockets, Anchors and Surface tool. The Transform panel guide walks through moving a hat, resizing the head and a ponytail, anchors and the keyboard shortcuts.
Press G, R or S to move, rotate or resize what you selected straight away, the way Blender does. It follows your pointer until you click or press Enter, and right click or Escape puts it back. While it runs, X, Y or Z holds it to one axis (press the same key again for the other space), Shift with an axis holds it to the plane across that axis, and typing a number sets an exact amount. A line under the toolbar says what is happening. The move, rotate and resize handles are drawn in the viewport itself with a toolbar to pick between them, and the numbers follow a Local and World space toggle. A pivot menu beside it puts the handles at the centre of the object’s shape (the default) or at its origin point. A surface tool places an object flat against the mesh you click, lined up with the surface.
The Objects list under the bone tree shows every piece you can move, where it is attached (“on Head”, “on Anchor 1”), and the avatar’s SPS sockets and plugs. Click a row to select it, or drag a piece an outfit brought onto a bone or anchor row to attach it there. Anchors are points you create on a bone and can rename, move and delete. The Attached to pickers offer the avatar’s main bones as well as your anchors, an outfit with several attachable parts (wings with separate horns and a tail, say) gets one picker per part, and a picker only changes an attachment when you pick a row yourself. A selected object gets the same Position, Rotation and Size fields and Reset to normal a bone has. Reset everything, under the fields, puts every bone and placed object you changed back the way its creator made it, after asking first. A clothing mesh that follows the bones is locked, because moving it would change nothing, and moving a whole outfit tells you it will look wrong away from the body.
A move or rotation on a bone VRChat’s humanoid rig uses, such as the head, survives in Try it and in the uploaded avatar, and your in-game viewpoint follows the eyes when you move the head. There is nothing to switch on.
The bones inside your items
Section titled “The bones inside your items”The Objects list shows every item you wear, including items that merge their own skeleton into the avatar’s. Tick Show item bones and each item’s own bones, such as a ponytail’s chain, appear under its row and in the viewport as the item’s own green skeleton, so you can select, move, turn and resize them like any other bone. Two pieces of the same item, such as two versions of one hairstyle, read as two different names instead of the same name twice. A piece that can’t move on its own selects whatever really moves its mesh, and names like “##Adjust Position##” show exactly as the creator wrote them.
Hair and accessories that don’t attach themselves
Section titled “Hair and accessories that don’t attach themselves”Many hair and accessory items ship with nothing that tells Unity where they go, because their creator expects you to attach them by hand. LAS used to refuse such an item and ask you to open Unity. It now attaches the item for you, hair to the head and everything else to the hips, and the wardrobe says where it went. You can move it or pick another bone in Transform, and undo takes it back off.
SPS sockets in the Transform panel
Section titled “SPS sockets in the Transform panel”Every SPS socket on your avatar is a row in the Transform panel, under the bone it sits on, with the same handles and numbers as any bone. You can move a socket that sits wrong, rename its menu entry and give it an icon, add a socket to a base that has none, switch one off, and take a shipped socket off the avatar and bring it back exactly as it came, depth animations included. The Abilities panel lists the sockets’ menu entries under SPS, and its editor jumps to the socket’s other settings in Transform. The SPS sockets guide walks through each task. Two short tips explain the socket row and the Mode dropdown the first time you meet them.
The Sockets section can also add the standard set: a checklist of the twelve usual sockets the Wholesome SPS Configurator places, with sound effects on by default and the body mesh and blendshapes LAS picked for you shown so you can change them. LAS installs the configurator when it is needed. Remove the set takes those sockets off again, and adding or removing the set can be undone.
SPS plugs
Section titled “SPS plugs”An item that carries an SPS plug is its own kind in your Library, SPS plug. Putting one on keeps the wiring its creator gave it, and a plug that came with none is linked to the hips and starts at the hips instead of on the floor between the avatar’s feet. It comes off, exports and imports like any other item. When the plug needs Wholesome’s dependencies package, LAS installs it and tells you. The SPS plugs guide walks through it.
Picking any part of a plug item, in the viewport, the bone tree or the Objects list, selects the whole item with the plug’s settings right in its panel: length and radius, auto-rig, deformation, hole overrun and hip avoidance, each with its own reset, plus Remove plug and Bring back. An “Adjust the plug’s axis” button selects the bare plug when you need to turn it. The item’s Attached to picker moves the plug to another bone, and a plug made with an older VRCFury is brought up to date the first time you do. When Try it or an upload stops because no mesh was found for the plug, the message says that in plain words.
Wholesome Lollipop skin match and colours
Section titled “Wholesome Lollipop skin match and colours”Putting on a Wholesome Lollipop matches it to your avatar’s skin on its own, through the product’s own configurator, so it no longer shows up with Unity’s plain default look. Lollipops that came with the base or that you placed yourself are matched too. Its plug section has a Match my skin button and four colour wells to fine-tune the result, previewed while you drag and kept when the picker closes, and undo, reopening and importing bake the same colours again. On a body that doesn’t use Poiyomi, the Lollipop falls back to Poiyomi coloured from the body, and the panel says that converting between shaders is planned.
An optimization pass on every upload
Section titled “An optimization pass on every upload”The upload window runs an optimization pass over the copy it sends to VRChat, and it never touches your project. A switch on the wizard turns the whole pass off for that avatar, and the finished panel shows your performance rank before and after, with a row per optimizer so you can see what each one actually did. LAS records the same summary in the avatar’s journal, so you can look back at what an older upload changed.
The pass has switches and sliders of its own. Mesh detail has a slider per renderer with a budget preset, and the default is the Good budget with wording that says what it really does. PhysBones can be merged and trimmed, with a consent toggle for each and a readout of what went. Skinned meshes can be merged further than Avatar Optimizer does on its own, once you agree to it. Geometry you cannot see is removed using what LAS already knows from your wardrobe, shrink blendshapes your creator wired are turned into real mesh removal, and pieces nothing on the avatar could ever show get their own line in the readout. Physics priority has sliders that decide which PhysBones keep their quality first, with a starting value LAS works out for you. Textures gain a compression checkbox and a quality slider per material. The mesh detail and physics priority sliders describe the setting they are on in words rather than a bare number, and a toggle your avatar ships with that is hidden and not saved is left alone.
Your performance rank before you upload
Section titled “Your performance rank before you upload”The upload window’s first step shows the VRChat performance rank your avatar has right now, which of the stats holding it there the optimization will try to reduce, and which ones only changing the avatar itself can move, so you know before the build starts instead of after. When the geometry that cannot be reduced already meets the triangle target, the wizard warns you before the build starts, and LAS never reports a mesh detail reduction as a success while the avatar is still over the budget it aimed at.
After the upload, the done panel says in a sentence whether the optimization moved the rank, such as from Very Poor to Poor, or that it is still where it was, and names the stats LAS has no optimization for, such as PhysBones at 58 against a limit of 32. It shows the physics numbers VRChat measured on the finished avatar and describes a stat sitting exactly on VRChat’s Poor limit as at the limit and still rated Poor. A pre-checked option removes the invisible DPS signal lights VRCFury adds to every SPS socket, which VRChat counts as lights. Older DPS and TPS toys stop finding the sockets in that upload, and SPS keeps working.
The physics trim counts the way VRChat counts
Section titled “The physics trim counts the way VRChat counts”The physics trim asks the VRChat SDK for the real collision-check number after every cut and keeps going until that number is under the limit, so the done panel never says the trim finished while the avatar is still over. A pre-checked upload option under the physics trim lets the trim take toggled-off pieces first, such as alternative hair, skirts and tails that are switched off, before anything you can see. Uncheck it to keep those pieces as they are, and the trim then leaves your visible physics alone whenever the limit cannot be reached without them, and says so on the done panel. The physics priority sliders remove the chain you ranked highest last.
Fewer sound variations when the sounds hold the rank
Section titled “Fewer sound variations when the sounds hold the rank”VRChat counts every sound on your avatar, and an SPS sound pack ships several random takes of each sound (three claps, two outs), so a base with a pack per socket sits at Very Poor on sounds alone whatever else the optimization does. A pre-checked upload option keeps fewer takes of each sound only while the count is over VRChat’s limit, largest sound first, and every sound still plays through the take that stays. The done panel says how many takes went from how many sounds, and the upload journal names each removed take beside the one that now plays for it. Only the uploaded copy changes, so uncheck the option to send every take.
SPS sockets are budgeted when the contacts hold the rank
Section titled “SPS sockets are budgeted when the contacts hold the rank”VRChat counts every contact on your avatar, and each SPS socket, plug and depth animation adds several, so a base with many sockets sits at Very Poor on contacts alone and nothing else could move it. The upload leaves the lowest-ranked sockets out of the uploaded copy while the contact count is over VRChat’s Poor limit, taking depth animations first so every socket keeps working as long as possible, and a socket that is left out stops working in VRChat until the next upload. Your project is never touched. The upload window carries the pre-checked switch for it, a “Fine-tune SPS priorities” section with a slider per socket and plug that decides what is given up first (sockets you placed in LAS are protected by default), and the finished panel names exactly which sockets were left out. The budget also counts each socket’s marker as the material slot VRChat charges you for, so when the material count still holds the rank after the outfit pieces that are off at rest are gone, further sockets are left out for it in the same order your sliders set. The finished panel says how many of them went for material slots rather than contacts, and it splits VRChat’s counted slots into the sockets’ markers and the avatar’s own materials, so the number is honest. The budget counts the contacts some SPS setups add for depth animations too, so an avatar it trims lands where the done panel says it does.
Outfit pieces you are not wearing are left out when the materials hold the rank
Section titled “Outfit pieces you are not wearing are left out when the materials hold the rank”VRChat counts every material slot on your avatar, and it counts the ones on pieces that stay off until you toggle them on exactly like the ones you are wearing, so a base with a wardrobe of alternative outfits sits at Poor on materials alone however well the rest of the optimization goes. The upload leaves those pieces out of the uploaded copy while the material count is over VRChat’s Poor limit, the pieces nothing on the avatar could ever show first and then the smallest of the ones a toggle switches on, stopping as soon as the count fits. A piece that is left out is not in that upload at all, so its toggle shows nothing in VRChat until the next one, and a piece you can see at rest is never touched. Your project is never touched either. The upload window carries the pre-checked switch for it, and the finished panel names exactly which pieces were left out and how many slots VRChat still counts.
Expression memory warns instead of blocking
Section titled “Expression memory warns instead of blocking”Being over VRChat’s expression memory limit no longer stops you from opening the upload window. The budget row still warns you, since VRCFury compresses the menu at build, and a build that still can’t fit everything stops and names what is using the space. Hiding an ability your avatar shipped with really frees its memory in the upload, and the reading drops as soon as you hide it. Every hidden row says how much memory it frees, or why that memory has to stay. The studio always compresses: VRCFury’s own setting is put to “Compress” before Unity opens and again before every build, and its question box is answered if it appears anyway, so a build never sits on a hidden question or fails on the parameter limit.
Showing and hiding outfit parts
Section titled “Showing and hiding outfit parts”Every part row in Equipped has an eye that sets whether that part is showing when your avatar loads in VRChat, and LAS bakes that resting state into test builds and uploads, so Try it shows you what you will really spawn with. Hiding a part offers to relax the shrink blendshapes its creator paired with it in one click, and showing it again offers to put them back. A checkbox in Customize turns that automatic adjustment on or off in place of a prompt, and Shift-clicking a part switch or an eye inverts the choice for that one flip. Shape Changer pairings from Modular Avatar feed the same adjustment. A part that an ability toggle also controls carries a warning that says what will fight what, with its own wording for a toggle you have hidden, and parts that share one switch warn you as well. When every piece of an outfit is removed, the outfit itself goes with them. A part you hide through LAS disappears from the viewport straight away.
Abilities your avatar already had
Section titled “Abilities your avatar already had”The Abilities panel works with the switches your avatar shipped with instead of around them. A piece covered by a switch its creator built offers to adopt that switch, so your LAS toggle rides the parameter the avatar already has rather than adding a second one, and adopting a second covered switch turns the toggle into a combo. Switches made with VRCFury, Modular Avatar, a full controller or a single multi-bit control are all recognised, and ones without a stable parameter are adopted by their menu path. Rows say where they came from, warn when two controls share one piece, and refuse a restore you cannot have with a dialog that explains why instead of a dead button. Accessories already wired with Modular Avatar appear in the panel too. A folder made only of shipped toggles, such as an avatar’s Toggles folder, can be hidden and restored like a shipped submenu.
The list is a tree that keeps your open folders and scroll position when something changes, and edits apply on their own a moment after you stop, with no status line flashing and no rows locking while they do. The editor gained a target picker with indented hierarchy that locks children under a parent you select, blendshape suggestions taken from what the piece actually does, a value slider per blendshape that starts at 100, multi-select in the blendshape picker, and validation and memory budget messages moved above the fold. Editing an ability your avatar shipped with, whether you change its items or its blendshapes, converts it into an LAS ability you own.
Drag hair and tails in Try it
Section titled “Drag hair and tails in Try it”In Try it you can click and drag hair, tails, skirts and other PhysBone parts in the viewport, the way Unity’s Game view lets you. Let go and they spring back, or right click while you hold one to leave it posed, and grab it again to let it spring back.
A clearer, smoother viewport
Section titled “A clearer, smoother viewport”Settings, Interface has a Preview speed choice: Smooth (60 fps), the default, or Sharp (30 fps), a sharper picture at the old frame rate. Behind it the viewport got faster across the board. Dragging a handle or a PhysBone keeps up with the picture, resizing the window no longer stalls the app on a slower display, editing in the Transform panel no longer makes the picture stutter after each change, and the viewport no longer crawls along at a few frames per second after you leave Try it or while Unity sits behind the studio window. The viewport draws smooth edges the way Unity’s Scene view does, and dark shadows no longer show visible bands. If the preview doesn’t start the first time, LAS tries again on its own, and a Try again button appears if it still can’t.
Wardrobe and Library
Section titled “Wardrobe and Library”A Library door in the wardrobe takes you to your library and back to the studio in one trip, and the library can find assets by the base they belong to. One outfit package can have several of its prefab pieces worn at once. Prefab pickers show which prefab LAS suggests, what each one contains and a warning when one looks unhealthy, and the review dialog’s base list is a grouped, filterable picker. An asset whose base LAS guessed wrong can be reassigned from its row after it is in your library. An item whose product ships no prefab at all says so at import and carries a badge on its library and wardrobe rows, because LAS cannot set that one up for you. Props with no bones are treated as accessories and placed as static props rather than taken for outfits.
A Library card’s menu has Detect again, which looks at the item afresh, and Change type, where you say what the item is and which avatar it’s for. Avatars already wearing the item keep what they have. Detection tells avatars from shader packs better: a shader copy an optimizer locked no longer counts as shader files, and an avatar that ships only inside a Unity scene is recognised as a base. Such a base sets up automatically when you pick it, and LAS asks which avatar you mean when the scene holds several. The Base panel gains the same Library button the wardrobe has, and the bundled samples show their pictures in your Library.
The Transform panel, the Objects list, the Abilities panel and the history name an item the way its Library card does. Some products name their prefab INSTRUCTIONS, and that word used to appear instead. A piece inside an item still shows the piece’s own name, and renaming an item in your Library reaches the Objects list right away.
Packages an item needs
Section titled “Packages an item needs”LAS makes sure the VPM packages your base and outfits need are installed before Try it and before an upload too, not only when you put an item on, and items you imported with an earlier build are checked again for the packages they need. When you import an avatar, LAS installs the VPM packages it was built on for you. An item that bundles its own copy of a package that can’t work in your project has that copy left out, with a note saying why, and re-applying an item whose bundled package folder went missing puts the folder back. If an item still breaks Unity’s scripts when you put it on, LAS takes its files back out on its own and tells you what it did. A project that can’t open because of a broken script fails in seconds with the package to blame named, instead of waiting more than ten minutes, and LAS offers to remove that package and try again.
Poiyomi 10, older Poiyomi and UnityChan Toon Shader materials
Section titled “Poiyomi 10, older Poiyomi and UnityChan Toon Shader materials”LAS works with Poiyomi 10, the latest VRCFury, VRChat SDK and Avatar Optimizer. Items made with an older Poiyomi, locked materials included, have their materials updated when you put them on instead of turning pink, and the wardrobe says they were updated. Items made with UnityChan Toon Shader 2 have their materials converted to lilToon when you put them on, so every colour and style tool works on them, and the wardrobe tells you it happened. Materials of this kind already inside an avatar’s project are converted the next time you put something on, start Try it or upload.
Retexture packs, styles and colours
Section titled “Retexture packs, styles and colours”The retexture dialog is a grid of thumbnails with a picker for which texture slot a pack fills, it enables the pack for you, it lets you choose what the change applies to, and it closes once it has applied. Packs that ship only a .unitypackage swap whole materials instead of doing nothing, packs with no folder structure work too, and vendor materials get their thumbnails from the package’s own previews. The Style panel names the wardrobe material swap on the card, describes the vendor material you swapped to, and lets you remove just that swap while keeping the edits you made on top. Edits to a material that several pieces share spread to all of them by default. lilToon’s rendering mode is a real variant swap and sits in the Simple menu. Colour flyouts have a custom colour wheel in place of the stock one, and dragging a colour or a slider streams a fast preview while you drag and commits when you let go.
The Style panel’s Simple view gains a Lighting section above Shadow, with minimum and maximum brightness, grayscale lighting, a brightness limit switch on Poiyomi and an unlit switch on lilToon.
Your own material presets
Section titled “Your own material presets”Material Studio’s Presets dialog has a My presets group. Save as preset asks for a name and lets you tick exactly which settings the preset holds. Settings lilToon and Poiyomi share, like lighting, shadow, rim, emission, matcap and outline, work on either shader, and the rest apply only to materials on the shader they came from. Textures are never saved, but their tiling and offset are. Each of your presets can be edited or deleted from its row menu. For any preset, yours, LAS looks or the shader’s own, an Apply to list beside the presets lets you choose which materials get it, with the open material already ticked.
Your Home page shows your avatars
Section titled “Your Home page shows your avatars”Home cards show real captures of your avatar, a full-body hero card and face cards for the rest, refreshed quietly after you close a project and every fifteen minutes. A card that is empty fills itself the first time you preview the avatar and after every upload, and a project you open is promoted to the hero card straight away rather than after a restart.
Importing assets and setting up Unity
Section titled “Importing assets and setting up Unity”Import lives inside the create dialog, and every way into it shares the same slot limit. Setup finds Unity under custom Hub install locations and asks the Hub before it reinstalls anything, its failure messages say which stage went wrong, there is a Choose Unity manually way out, and Settings has a Unity section. You sign in to the VRChat SDK once per machine rather than once per avatar project. An import that had to fall back to the manual path raises a toast so it does not sit unreviewed, intake rows narrate what is happening, offer only the actions that stage allows, and carry first-time tips for the product link and Review buttons. An item whose materials look like they came from a separate download says so on the item. Base detection was widened against a corpus of 118 products, more bases are recognised, and your answer that an asset is not for a specific avatar beats anything detection guessed earlier.
Taking a whole avatar with you
Section titled “Taking a whole avatar with you”You can export an avatar project as a single .lasavatar file and import one back, and LAS writes the .unitypackage side of it itself with no Unity window involved. Windows associates .lasavatar files with LAS, and opening one hands it to the copy of LAS you already have running instead of starting a second.
Buying, licensing and updates
Section titled “Buying, licensing and updates”You can buy or upgrade from inside the app in a checkout window, your license is activated and managed from a page in Settings, and the purchase page shows the key when it is done. Prices are shown in your own display currency, and the purchase overlay footer names which currency that is. The free tier allows five active avatars instead of two. Settings has a switch for joining or leaving the beta update channel, and the update notice is a toast in the bottom-right corner with a Restart now button that installs the update and opens the app again. The store browser opens new tabs focused, has a new tab button, and lets you set which page it starts on, and product details are captured from Gumroad, Payhip and Sellfy storefronts as well.
Themes, language and the tour
Section titled “Themes, language and the tour”Settings can follow your system theme or force Dark or Light, with an accent colour you pick, applied so the whole app matches. Switch labels and content chosen by language follow the app language rather than Windows, and bridge errors, narration and setup messages are all translated rather than raw text. The UI copy was rewritten shorter, with wording that respects the creators whose assets you use, and each function has its own blurb.
The onboarding tour teaches auto-save and the reset arrow, retargets its tips to the next thing you should click, waits for a target that is scrolled out of view, has a step for leaving the test session and one for going live, recolors a real material in the Style step, and finishes with a confetti burst.
Telling LAS something went wrong
Section titled “Telling LAS something went wrong”A fourth door on Home opens the feedback portal inside the app. Report a problem builds a scrubbed report and hands it to a support email for you, and the report includes Unity’s log from the previous launch as well, so a failed start followed by a working retry still shows what went wrong. Crash uploads are opt-in with their own consent, off unless you turn them on. Every privacy switch in Settings says what it records today, what is removed before anything leaves (your folders, file names and account name), and that earlier notes stay in an exported report after the switch is off. Shift+PrintScreen takes a clean screenshot of the app for a report. Settings, Storage has a Check data pass that goes over your data, repairs what it can, and sets aside anything it cannot read instead of losing it, and damaged settings files are moved aside rather than silently replaced.
Faster lists and less waiting
Section titled “Faster lists and less waiting”The Library page and the studio wardrobe panel build only the rows you can see, so a large library scrolls smoothly instead of stalling. Loading the library leaves the disk work to a background sweep, and a burst of changes rebuilds the groups once rather than once per change.
Closing the app while an avatar is open asks first, since opening it again takes a moment.
Continue re-enters a project that is still loading instead of doing nothing, and picking a different avatar while one is loading warns you rather than going silent.
Cancelling project creation cleans up what it started, and creating a project in a folder that overlaps an existing one is refused with an explanation.
Importing an avatar from the new-avatar window’s link could pick your file and then show nothing. It asks you to confirm now.
The window stays draggable while a dialog is open. Dropdowns no longer block the page from scrolling, the review and assign-base dialogs scroll instead of clipping their content, and clicking blank space in a studio panel no longer jerks the panel back to the top.
Number fields in the studio no longer end up blank, clicking away commits what you typed, a hex colour typed into a colour wheel counts when you click away to close the picker, and a reset arrow only appears when there is something to reset.
The upload window checks whether you are signed in instead of flashing a login prompt that was not needed, and it no longer shows raw text from the Unity side while a build runs, fails or is abandoned. The upload’s before numbers are read before the optimization starts, so the done panel shows everything the optimization changed.
A first upload, while Unity is still preparing shaders for the first time, could be stopped halfway by LAS’s own health check or given up on after ten minutes. A build that keeps making progress is no longer abandoned, and if LAS does stop waiting, the failed panel says LAS canceled the build and that a second try is usually faster, instead of blaming Unity.
The NDMF Console window no longer pops up over the app during an upload. When a tool such as Avatar Optimizer stops the build, the failed panel names the tool and the objects it stopped at, shows what its message box said, and Unity’s error box closes on its own. An upload no longer stalls on a hidden Unity notice about locking materials, and putting a normal map texture on a material no longer opens a Unity window over the app asking to fix it.
Avatars made with the latest VRCFury keep their toggles’ default states in Try it and in the upload.
Uploading with a target height puts your in-game view at the avatar’s eyes, and the height is measured from the avatar’s real shape, so a 4 ft setting comes out at 4 ft instead of about 3.
Reopening Material Studio reseeds from the values your item shipped with, resetting a section drops the shader keyword behind a setting along with its value, and Edit separately works on a material card you have not touched yet.
Thumbnails for .tga and .psd textures are decoded by LAS instead of rendering blank, a preview capture LAS cannot read is repaired rather than crashing Home over and over, and library texture rows redraw correctly when you load a page again.
An item whose name matches something already on the avatar, such as a second Wholesome Lollipop on a base that ships one, goes on and comes off again without touching the avatar’s own object.
A Transform change that had not reached the avatar yet, for example because Unity closed unexpectedly, is applied once Unity is back. Until then the Go Live row says Transform changes are waiting, an upload waits for them, and Try it applies them first.
After an upload or another long build, the Abilities panel could keep saying expression memory is shown when the project is open, with Restore greyed out, until you went Home and back. It reads the avatar again as soon as Unity answers. The panel also could break on an avatar whose menu has several controls with the same name, and each of those controls keeps its own row. Editing an ability no longer wipes the pieces it targets, and rows from your avatar’s own switches come back when the reason they were locked goes away.
Reopening an avatar survives Unity’s first compile after a cold start. Closing LAS in the middle of an import and starting it again no longer kills the import that was still running, and a wardrobe import whose reply goes missing waits for the item to land instead of hanging.
A read-only question to Unity that takes too long while the editor is busy is asked again rather than reported as a lost editor, so a slow moment no longer fails what you were doing.
Launching Unity without a license fails immediately with a way to sign in to the Hub, the VRChat SDK’s welcome window no longer opens over a starting editor and eats the whole launch, and a package install that has nothing left to do counts as success. The Hub setup panel stops asking machines that are already set up.
Unity could quit during startup when an avatar’s project folder was missing or another program still held the project. LAS checks first. A missing project says its files are missing and sends you to Home, where you can put the folder back or remove the avatar, a project still being closed is cleared or you are asked to try again in a moment, and a start that ends straight away is retried once without a word. Deleting a project right after closing it waits for Unity to let go of its files and tries again.
LAS never kills a process that is not the Unity it started, a project switch cannot leave two editors racing each other, a closed project stops coming back to life, and startup housekeeping can no longer take the app down with it.
An item whose materials use an older generated Poiyomi shader no longer raises an unknown-shader warning, and the banner names the item it is talking about. A stray prop mesh no longer stops LAS recognising a material shipment, a missing model is resolved against other downloads of the same product, and an import that cannot supply the prefab it was told to use is rejected instead of half applying.
A settings file LAS cannot read at launch loads working defaults for that session and never overwrites the file.
The purchase window, the store links and the license pages show a message and a retry when the web view is unavailable, and exporting a support report, saving a texture to your library or copying a license text no longer fails hard on a locked file. An update feed that stalls reports nothing rather than a bad version, and switching channel throws away the build staged from the old one.
The viewport finishes a pan with a fresh capture, a torn frame is discarded rather than shown, a screenshot never overwrites an earlier one, and the turntable spins about the avatar’s hips rather than off-centre. The selection highlight covers the front of an object instead of its far side, and a skinned piece you resized highlights and takes clicks at its new size.
Mesh detail reduction no longer cuts small renderers down to nothing. The retexture picker keeps the extracted files it is showing you while it is open.
The dead Refresh button is gone from the Try it panel, part rows in Equipped keep their controls in place when a warning caption appears, and the busy text no longer goes blank while LAS attaches an item. Hovering a link on the Feedback page or in the checkout pane shows its address inside the pane instead of below the window.
Internal: over this release the bridge pin moved from 0.21.2 to 0.148.0. The upload pipeline gained the optimization ladder (mesh detail, PhysBone merge and trim, mesh merge, invisible geometry, texture compression, audio variant trim, socket budget, off-at-rest piece trim, DPS light removal), the viewport stream lost its dark-shadow banding and gained 4x MSAA and a pump that keeps the editor at 60 fps in the background, and every scene write refreshes the NDMF preview.
