niaka3dayo/agent-skills-vrc-udon

unity-vrc-udon-sharp

- UdonSharp scripting skill for VRChat SDK 3.10.5 (active and verified target).

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UdonSharp Skill

Why This Skill Matters

UdonSharp looks like regular Unity C# scripting — until you hit its hidden walls. Many standard C# features (List<T>, async/await, try/catch, LINQ, generics) silently fail or refuse to compile in code that runs in the Udon runtime. Editor-evaluated field initializers are a separate context: they can use some ordinary C# features to generate a final value that Udon can hold. Networking is even more treacherous: modifying a synced variable without ownership produces no error — it just does nothing. Forgetting RequestSerialization means your state changes never leave your machine. Standard single-player local testing gives zero signal about these networking bugs because there is only one player.

Every rule in this skill exists because UdonSharp's default behavior is to fail silently. Read the Rules before generating any code.

Before Writing Network Code

Four architectural decisions that must be made before choosing sync modes or writing any synced variable. Changing them mid-implementation typically requires a full rewrite:

  • Who owns this state? One owner writes; all others read. If two players can both write (e.g., a shared toggle), you need an ownership transfer protocol — writes without ownership are silently discarded.
  • When does ownership transfer? On grab? Interact? Game event? OnPlayerLeft? Networking.SetOwner is locally immediate on the calling client — Networking.IsOwner(gameObject) is true synchronously after the call, and writing [UdonSynced] fields plus RequestSerialization() immediately afterwards is safe under an IsOwner guard. Concurrent SetOwner calls from multiple clients are resolved by network arrival order — there is no client-side arbitration, so accept that the loser's write is overwritten.
  • What do late joiners see? State set only by one-time events (SendCustomNetworkEvent) is invisible to late joiners. Late-joiner-visible state must live in [UdonSynced] variables, which are delivered automatically via OnDeserialization; no manual RequestSerialization() on join is needed.
  • What if the owner leaves mid-session? VRChat automatically transfers ownership to a remaining player (selection rule is not publicly documented), and OnOwnershipTransferred fires on all clients. Synced variables are preserved, so state is not frozen; decide upfront whether to keep the current value, reset to a known default, or re-apply/re-broadcast derived state in OnOwnershipTransferred.

Context Preservation

For complex synced systems, ownership-sensitive refactors, or work resumed after compaction/handoff, consider loading references/context-preservation.md. It provides a lightweight task-context note for source of truth, transport, sync mode, storage, ownership, late-joiner behavior, and validation rationale. This is optional guidance for complex work, not a step for small mechanical edits. Keep private data and raw transcripts out of any note.

For VRChat SDK Build Panel validation alerts, red/yellow/white warnings, or Auto Fix side effects that involve world scene setup rather than UdonSharp compiler constraints, use unity-vrc-world-sdk-3 and read references/build-validation.md.

Core Principles

  1. Constraints First — For Udon runtime code, assume standard C# features are blocked until verified. Treat Editor-evaluated field initializers separately and require a final Udon-supported value. Check udonsharp-constraints.md before using any API.
  2. Ownership Before Mutation — Only the owner of an object can modify its synced variables. Always SetOwner → modify → RequestSerialization.
  3. Late Joiner Correctness — State must be correct for players who join after events have occurred. Design for re-serialization, not just live updates.
  4. Sync Minimization — Every synced variable costs bandwidth (see data budget in udonsharp-sync-selection.md). Derive what you can locally; sync only the source of truth.
  5. Event-Driven, Not Polling — Use OnDeserialization, [FieldChangeCallback], and SendCustomEvent instead of checking state in Update() for state-change reactions; for hot-path or periodic work, see [Event Dispatch & Cross-Behaviour Call Cost Tiers](references/patterns-performance.md#event-dispatch--cross-behaviour-call-cost-tiers).

Synced arrays: always apply them from `OnDeserialization()`. Array element changes do not provide a reliable FieldChangeCallback signal, and the same guidance applies to same-length changes, array reassignments, and length changes. Have the owner call the same idempotent apply method immediately after mutation, then request Manual serialization once. If a revision guard protects a historical one-shot side effect, a late joiner's first OnDeserialization() receives the current revision and may otherwise replay that effect. Baseline the first received revision without the side effect, but run durable ApplyValues() before the baseline check; only later revisions should trigger the one-shot. Revision is not ordering or stale-packet protection.

SDK 3.10.4 event receiver arguments

SDK 3.10.5 is the active and verified target for this Skill. SDK 3.10.4: UdonSharpBehaviour implements IUdonEventReceiver directly. An API that requires a receiver can therefore receive this directly:

csharp
VRCStringDownloader.LoadUrl(dataUrl, this);

The receiver argument is still required; only the explicit (IUdonEventReceiver) cast is unnecessary on the active SDK. Keep any pre-3.10.4 cast in the historical migration reference only. This follows the official SDK 3.10.4 release notes and the SDK source declaration.

Public fields: Inspector visibility is not persistence policy

[HideInInspector] only hides a public field from the Inspector; Unity still serializes it. Use [HideInInspector] public when Editor-time DI, baking, or autowiring must persist the value into a Scene/Prefab. Use [System.NonSerialized] public for a runtime-only value that another UdonBehaviour must access through direct access or SetProgramVariable. When [HideInInspector] is intentional, leave a comment explaining why the value must be persisted.

Editor-evaluated field initializers

Field initializers are evaluated as ordinary C# on the Unity/Editor side to produce initial data for the compiled Udon program; their expressions do not run in the Udon runtime. A Random.Range call in an initializer is evaluated in the Editor and stored as a baked default, not runtime randomness. LINQ, lambdas, or a same-behaviour static helper that uses List<T> can therefore generate an array initializer even though the same code is unavailable from Start(), Interact(), or another Udon runtime method. The final field type and value must be supported by Udon. Keep generation independent of scene, player, and runtime state, and do not call main-thread-only Unity APIs because field initializers and constructors can run on a loading thread. See references/constraints.md for both supported forms and their boundaries.

Use Start() or a lazy-init guard only for local or per-client randomness. For shared per-object or per-session seed/state, the owner generates it and stores it in a [UdonSynced] field; with Manual sync, establish ownership before writing and then call RequestSerialization(). Receivers may apply derived state in OnDeserialization() when needed, but that callback is not required for the field synchronization itself, and late joiners receive the current synced state.

Common Mistakes (NEVER List)

These Udon runtime and Unity serialization constraints cause either compile-time failures or silent data errors. Check this list before writing UdonSharp code or serialized initial values.

#NEVER do thisWhy it fails silentlyUse instead
1Use List<T>, Dictionary<T,K>, or any generic collection in Udon runtime codeCompile error — blocked by Udon compilerT[] arrays, DataList, DataDictionary (DataDictionary.EnsureCapacity / custom capacities require SDK 3.10.4+); Editor-evaluated field generation is the limited exception above
2Use async/await, System.Threading, or coroutinesUdon is single-threaded; these features do not existSendCustomEventDelayedSeconds()
3Modify [UdonSynced] fields without owning the objectChange appears local but is silently reverted on next deserializationNetworking.SetOwner() before modify, then RequestSerialization()
4Forget RequestSerialization() after modifying synced fields (Manual sync)State changes never leave the local client — no error, no warningAlways call RequestSerialization() after modifying [UdonSynced] fields
5Use try/catch/finally/throwCompile error — exception handling is blockedDefensive null checks + early return
6Access Networking.LocalPlayer in field initializersEditor-side initial value generation has no player or Udon runtime stateInitialize in Start() or use lazy-init guard
7Use static fields for per-instance stateStatic fields are shared across all instances on the same client and are not syncedInstance fields with [UdonSynced] if sync is needed
8Call RequestSerialization() every frame in Manual syncFloods the ~11 KB/s network budget, causing congestion for the entire worldThrottle to 1-10 Hz with change detection; check Networking.IsClogged
9Use LINQ (.Where, .Select, etc.) or lambda expressions in Udon runtime codeCompile error — not supported by Udon compilerManual for loops with named methods; Editor-evaluated field generation is the limited exception above
10Use Button.onClick.AddListener()Not available in Udon — no runtime delegate supportConfigure SendCustomEvent via Inspector OnClick
11Mix Continuous and Manual sync concerns on one behaviourWastes bandwidth (discrete values in Continuous) or loses control (redundant RequestSerialization in Continuous)Separate behaviours: Continuous for position/rotation, Manual for discrete state
12Write to [UdonSynced] fields without an IsOwner guardNon-owner writes are purely local and silently reverted on the next deserialization from the actual ownerNetworking.SetOwner first if needed (locally immediate), then write under IsOwner and call RequestSerialization()
13Use [NetworkCallable] on an unsupported SDK below 3.8.1 (historical migration only)Compile error — the attribute and parameterized network-event API are unavailableUse the active SDK target, 3.10.5; for historical migration notes, use synced variables and react in OnDeserialization/FieldChangeCallback instead of pairing them with a network event
14Use PhysBones/Contacts API (OnPhysBoneGrabbed, OnContactEnter, etc.) on an unsupported SDK below 3.10.0 (historical migration only)Compiles but silently ignored at runtime — world-side Dynamics did not exist pre-3.10.0, so callbacks never fireUse the active SDK target, 3.10.5; for historical migration, verify the project is at least SDK 3.10.0
15Use PlayerData persistence API on an unsupported SDK below 3.7.4 (historical migration only)Compile error — missing symbol; PlayerData, PlayerObject, and OnPlayerRestored were added in 3.7.4 and are not in the Udon whitelist before thenUse the active SDK target, 3.10.5; for historical migration, verify the project is at least SDK 3.7.4
16Put a Unity .asmdef around UdonSharpBehaviour without matching U# Assembly DefinitionUnity compiles the C# assembly, but UdonSharp reports the script does not belong to a U# assemblyFor simple world scripts, avoid asmdef; for package/asmdef workflows, create the corresponding U# Assembly Definition and set Source Assembly to the Unity .asmdef (see references/assembly-definitions.md)
17Create a .cs script without a corresponding .asset fileScript is not recognized as UdonBehaviour — "The associated script cannot be loaded", no Udon compilationEvery time a .cs is created: verify Assets/Editor/UdonSharpProgramAssetAutoGenerator.cs exists, install from references/editor-scripting.md if missing, notify the user (see Rule 8 in rules/udonsharp-constraints.md)
18Call Debug.Log() inside Update(), PostLateUpdate(), or any per-frame eventVRChat's client-side log rate limiter silently drops excess entries; the implicit string allocation every frame causes sustained GC pressure that tanks framerate. ClientSim and Unity Editor hide both symptomsGuard with if (debugMode && Time.frameCount % 60 == 0), or move all logging to event-driven callbacks
19Use [UdonSynced] on a GameObject, Transform, UdonBehaviour, or any component referenceOnly primitives, value types (Vector3, Quaternion, Color, etc.), string, VRCUrl, and simple arrays of these are syncable. Component references either fail at compile time or are silently never serialized depending on SDK versionSync a player ID (int) or scene object index (int) and resolve the actual reference locally on each client
20Initialize any UdonSharp VRCUrl field that needs an independent initial value with VRCUrl.EmptyVRCUrl.Empty is a shared instance, so Inspector data can leak between fields, array elements, or GameObjects that use the same UdonSharp programGive [SerializeField], [UdonSynced], and ordinary private fields—and each array element—their own new VRCUrl(""); reserve VRCUrl.Empty for runtime sentinel use

Sync Mode Quick Decision

text
Changing every frame (position, rotation)?    -> Continuous sync
Changing on user action (toggle, score)?      -> Manual sync + RequestSerialization()
No sync needed (local UI, effects)?           -> NoVariableSync
Need reliable one-shot calls with params?     -> [NetworkCallable] (introduced in SDK 3.8.1; active target 3.10.5)
Temporary effect for all players, no state?   -> SendCustomNetworkEvent (no synced vars)
For detailed decision trees, data budget, and minimization principles, see rules/udonsharp-sync-selection.md.

SDKs before 3.8.1 do not define the NetworkCallable attribute or parameterized network-event API, so code that uses them normally fails to compile.

A [NetworkCallable] method must return void.

Sync Debugging Quick Decision

When sync "looks correct locally but doesn't work for others":

text
Remote players don't see my state change?
  ├── Did I call RequestSerialization() after writing? (Manual sync) → Add it
  ├── Does the local player own the object?                          → Networking.SetOwner() first
  └── Using Continuous sync for button/toggle state?                → Switch to Manual + RequestSerialization()

RequestSerialization() called but still not syncing?
  ├── Is Networking.IsClogged == true?           → Throttle; retry after delay
  └── Non-owner writing the field?               → Acquire ownership first — a non-owner RequestSerialization() is a silent no-op (see NEVER #12)

Late joiners don't see current state?
  ├── State set only on event (e.g., player trigger)?  → Verify the state lives in a [UdonSynced] field — synced values are delivered to late joiners automatically; SendCustomNetworkEvent calls before join are never replayed
  └── Using SendCustomNetworkEvent for persistent state? → Use [UdonSynced] variables instead

OnOwnershipTransferred not firing on a remote client?
  └── On the caller, the callback fires synchronously inside SetOwner — confirm the calling client called Networking.SetOwner(LocalPlayer, gameObject), and that remote clients resolve the same gameObject reference (scene path or prefab GUID)

Reference Loading Guide

Load only what you need. Over-loading wastes tokens; under-loading causes critical mistakes.

TaskMANDATORY READOptionalDo NOT Load
Writing networking/sync codenetworking.md, networking-antipatterns.mdnetworking-bandwidth.md, sync-examples.mddynamics.md, web-loading.md, image-loading-vram.md
Building UI/menuspatterns-ui.md, events.mdpatterns-core.md, api.mdnetworking-bandwidth.md, dynamics.md, web-loading.md
Implementing persistence (save/load)persistence.mdpatterns-networking.md, events.mddynamics.md, web-loading.md, image-loading-vram.md
Downloading strings/images from webweb-loading.mdweb-loading-advanced.md, image-loading-vram.mddynamics.md, persistence.md, networking-bandwidth.md
Using VRCTween, cancelable delayed calls, or tween cleanupvrctween.mdpatterns-utilities.md, api.mddynamics.md, web-loading.md, persistence.md
Using PhysBones/Contacts/Constraints, Box Contacts, Global Avatar PhysBone Colliders, or world VRCPhysBoneCollider Udon accessdynamics.md, events.mdpatterns-networking.md, api.mdweb-loading.md, image-loading-vram.md, persistence.md
Reading/writing VRCQualitySettings at runtimeapi.mdevents.md; scene defaults: unity-vrc-world-sdk-3networking.md, dynamics.md, web-loading.md
Tuning DataList/DataDictionary capacity or using DataDictionary.EnsureCapacityapi.mdconstraints.md, patterns-utilities.md, web-loading.mddynamics.md, persistence.md, networking-bandwidth.md
Optimizing performance (Update loops)patterns-performance.mdpatterns-utilities.md, api.mddynamics.md, web-loading.md, persistence.md
Building a video playerpatterns-video.mdevents.md, web-loading.mddynamics.md, persistence.md, image-loading-vram.md
Debugging/troubleshootingtroubleshooting.mdconstraints.md, networking.md, testing.mdpatterns-*.md, dynamics.md, web-loading.md
Debugging ownership / sync conflictsnetworking.md, troubleshooting.mdnetworking-antipatterns.mddynamics.md, web-loading.md
Migrating between SDK versions / fixing post-upgrade breakagesdk-migration.mdtroubleshooting.md, networking.md, dynamics.mdweb-loading.md, image-loading-vram.md
Resuming complex work after compaction / handoff / ownership-sensitive multi-file refactorCurrent task's primary referencescontext-preservation.mdUnrelated domain references
Writing new UdonSharp scripts (not sure if sync needed)constraints.mdnetworking.mddynamics.md, web-loading.md, image-loading-vram.md
Setting up new script files (.cs/.asset wiring, program asset generation)editor-scripting.mdtroubleshooting.mdnetworking.md, dynamics.md
VPM/package/asmdef workflows, Assembly Version Defines, U# Assembly Definition wiring, Auto Referenced decisionsassembly-definitions.mdeditor-scripting.md, troubleshooting.mdnetworking.md, dynamics.md, web-loading.md
Building editor setup tools / placement UX (custom inspectors, scene wiring helpers, IEditorOnly)editor-scripting.mdconstraints.md, assembly-definitions.mdnetworking.md, dynamics.md, web-loading.md

Pattern Selection Guide

Six pattern files cover different domains. Use this quick routing to pick the right one:

text
Building a UI, menu, or HUD?           -> patterns-ui.md
VR finger/touch interaction on Canvas? -> patterns-ui.md
Modular app with multiple screens?     -> patterns-ui.md
Syncing state across players?           -> patterns-networking.md
Multiple identical rooms from one model? -> patterns-networking.md (distant-room)
Optimizing Update() or heavy loops?     -> patterns-performance.md
Heavy rebuild, replay, or reset/cancel?  -> patterns-performance.md
Playing or streaming video?             -> patterns-video.md
Need array helpers, event bus, or       -> patterns-utilities.md
  pseudo-delegates?
Basic interactions, timers, audio,      -> patterns-core.md
  pickups, or teleportation?
Station + trigger zone detection?       -> troubleshooting.md
Multiple concerns? Load the primary pattern file plus its dependencies. For example, a synced video player needs both patterns-video.md and patterns-networking.md.

Template Selection Guide

17 templates cover common starting points. Pick the closest match and adapt:

Starting PointTemplateKey Feature
Interaction & Objects
Interactive object (click/use)BasicInteraction.csCooldown, toggle, audio feedback
Synced toggle / shared objectSyncedObject.csOwnership guard, FieldChangeCallback, late-joiner init
Per-player movement settingsPlayerSettings.csWalk/run/jump speed via trigger zone
Contact-based collision detectionContactReceiver.csOnContactEnter/Exit, avatar vs world, debounce (introduced in SDK 3.10.0; active target 3.10.5)
State & Game Logic
State machine / game flowStateMachine.csTimed transitions, synced state, late-joiner safety
Game with undo/historyUndoableGameManager.csbyte[] history, NetworkCallable _OwnerProcessMove/_OwnerUndo/_OwnerReset
Object pool (player slots)MasterManagedPlayerPool.csFIFO ring buffer, master-managed, OnPlayerJoined/Left
Persistence & Data
Save/load player dataDataPersistence.csPlayerData API, OnPlayerRestored, auto-save (introduced in SDK 3.7.4; active target 3.10.5)
Networking Patterns
Rate-limited sync (slider drag)RateLimitedSync.cs0.15s cooldown, last-write-wins
Batched sync (rapid events)BatchedSync.csIdempotent schedule, 0.2s delay, single packet
Congestion-aware retryCloggedRetrySync.csIsClogged check, linear back-off, MaxRetries
Dual local+synced copyDualCopySync.csLocal working copy + synced transport, dirty flag
Pack multiple values into one fieldPackedStateSync.cs3 ints in one Vector3, reduced sync overhead
Utilities
Array helpers (List\<T\> alternative)ArrayUtils.csAdd, Remove, Contains, FindIndex, Shuffle for arrays
Event bus (pub/sub)EventBus.csSubscriber list (max 32), RegisterListener/RaiseEvent
Custom editor inspectorCustomInspector.csUdonSharpGUI, Undo, proxy sync
Auto-generate .asset for new scriptsUdonSharpProgramAssetAutoGenerator.csAssetPostprocessor, domain-reload-only, auto-compile
Multiple needs? Start with the template closest to your primary concern, then pull patterns from others. For example, a synced game with undo needs UndoableGameManager.cs as the base plus patterns from RateLimitedSync.cs for throttling.

Rules (Constraints & Networking)

Compile constraints and networking rules are defined in always-loaded Rules:

Rule FileContents
rules/udonsharp-constraints.mdBlocked features, code generation rules, attributes, syncable types
rules/udonsharp-networking.mdOwnership, sync modes, RequestSerialization, NetworkCallable, network-event sender authorization
rules/udonsharp-sync-selection.mdSync pattern selection, data budget, minimization principles
After installation, place these in the agent's rules directory for automatic loading.

SDK Versions

Active support / last verified: SDK 3.10.5

From v4.0.0 onward, the policy is latest stable SDK only; support moves to a new stable release only after this repository verifies it. A new stable release is not supported automatically. Current last verified target: 3.10.5.

The table below keeps feature-introduction history for migration reference. SDK 3.7.1-3.10.4 entries are historical information only; they are not active support or validation targets for this Skill. This is the Skill's support boundary, not a statement about VRChat's own SDK policy. Primary generated examples target SDK 3.10.5 unless a reference explicitly marks a historical migration case.

SDK VersionKey FeaturesStatus
3.7.1Added StringBuilder, RegularExpressions, System.RandomHistorical
3.7.4Added Persistence API (PlayerData/PlayerObject)Historical
3.7.6Multi-platform Build & Publish (PC + Android simultaneously)Historical
3.8.0PhysBone dependency sorting, Drone API (VRCDroneInteractable)Historical
3.8.1`[NetworkCallable]` attribute, parameterized network events, NetworkCalling.CallingPlayer/.InNetworkCall, NetworkEventTarget.Others/.SelfHistorical
3.9.0Camera Dolly API, Auto Hold pickup simplificationHistorical
3.10.0VRChat Dynamics for Worlds (PhysBones, Contacts, VRC Constraints)Historical
3.10.1Bug fixes and stability improvementsHistorical
3.10.2EventTiming extensions, PhysBones fixes, shader time globalsHistorical
3.10.3VRCPlayerApi.isVRCPlus, VRCRaycast (avatar), Mirror render-order fixHistorical
3.10.4VRCTween, Box-shaped Contacts, Global Avatar PhysBone Colliders, world VRCPhysBoneCollider Udon access, DataList/DataDictionary custom capacity, DataDictionary.EnsureCapacity, UdonSharpBehaviour implements IUdonEventReceiver and accepts direct receiver thisHistorical
3.10.5WorldQualitySettings, writable VRCQualitySettings, Assembly Version Defines, Pickup Outline Renderers, Pipeline Manager validationActive / Last verified

Use SDK 3.10.5 for publishing. Check the matching release notes before relying on a version-specific API or migration step.

Official Resources

ResourceURLContents
VRChat Creatorscreators.vrchat.com/worlds/udon/Official Udon / SDK documentation
UdonSharp Docsudonsharp.docs.vrchat.comUdonSharp API reference
VRChat Forumsask.vrchat.comQ&A, solutions
VRChat Cannyfeedback.vrchat.comBug reports, known issues
GitHubgithub.com/vrchat-communitySamples and libraries

References

FileContentsSearch Hints
constraints.mdC# feature availability in UdonSharp; blocked features; syncable types; attributes; DataList vs array decision guidance; DataList/DataDictionary capacity APIs; advanced workarounds (object array pseudo-struct); synced VRCUrl listsList, async, try/catch, LINQ, generics, DataList, DataDictionary, DataList capacity, DataDictionary capacity, EnsureCapacity, DataList vs array, when to use DataList, VRCUrl array, VRCUrl sync, pseudo-struct, object array cast, multi-field state container
networking.mdOwnership model, sync modes, RequestSerialization, NetworkCallable, network-event sender authorization, data limitsUdonSynced, SetOwner, BehaviourSyncMode, FieldChangeCallback, OnDeserialization, NetworkCalling, CallingPlayer, InNetworkCall, legacy event, underscore, authorization, master leave, ownership cascade
networking-bandwidth.mdBandwidth throttling, bit packing, synced data size examples, debugging, owner-centric architectureIsClogged, bandwidth, throttle, bit packing, data budget, IsMaster
networking-antipatterns.md6 anti-patterns to avoid; 5 advanced sync patterns with template linksanti-pattern, race condition, ownership fight, late-joiner, PackedStateSync, BatchedSync
persistence.mdStorage layer decision tree (local/synced/PlayerData/PlayerObject); PlayerData/PlayerObject API (introduced in SDK 3.7.4; active target 3.10.5); per-player save data; storage usage query API (introduced in SDK 3.10.0; active target 3.10.5)storage layer, decision tree, local variable, PlayerData, PlayerObject, OnPlayerRestored, SetInt, TryGetInt, GetPlayerDataStorageUsage, GetPlayerDataStorageLimit, GetPlayerObjectStorageUsage, GetPlayerObjectStorageLimit, RequestStorageUsageUpdate, OnPersistenceUsageUpdated, storage quota, storage usage, which storage, when to use PlayerData
dynamics.mdPhysBones, Contacts, VRC Constraints (introduced in SDK 3.10.0; active target 3.10.5); VRCTween, Box-shaped Contacts, Global Avatar PhysBone Colliders, world VRCPhysBoneCollider Udon access (SDK 3.10.4+)PhysBone, ContactReceiver, ContactSender, Box Contact, Global Avatar PhysBone Collider, VRCPhysBoneCollider, VRCTween, VRCConstraint, OnContactEnter
patterns-core.mdInitialization, interaction, player detection, timer, audio, pickup, animation, UI, teleportation, lazy init guard, remote playersInteract, OnEnable, Initialize, AudioSource, VRCPickup, Animator, UI, TeleportTo, remote players, _GetRemotePlayers, exclude local player, FindAll alternative
patterns-networking.mdObject pooling, NetworkCallable sender-validation patterns, persistence integration, dynamics interactions, synced game state, distant-room pseudo-multi-room (state/presentation split, self-owned or master-coordinated session arbitration), delayed event debounce, string join for array syncpool, MasterManagedPlayerPool, NetworkCallable, CallingPlayer, InNetworkCall, sender authorization, DamageReceiver, game state, distant room, pseudo multi-room, room assignment, roomIndex, LocalRoomPresenter, RoomAssignment, NoVariableSync, TeleportTo per-client, debounce, state machine, string join, array sync, paragraph separator, U+2029
patterns-performance.mdPartial class pattern, update handler, PostLateUpdate, spatial query, platform optimization, frame budget Stopwatch, heavy processing architecture (rebuild, replay, reset/cancel), rate limit resolver, GameObject lookup cost tiersUpdate, PostLateUpdate, Bounds, AnimatorHash, performance, mobile, PC, Stopwatch, frame budget, SendCustomEventDelayedFrames, heavy processing, rebuild, replay, reset, cancel, operation log, authoritative data, derived state, cursor rebuild, rate limit, URL scheduler, video load queue, GameObject.Find, Find cost, lookup cost tier, SerializeField vs Find, silent failure on rename, SendCustomEvent cost, cross-behaviour call, EventBus hot path, delayed loop spike, public method lookup, event dispatch tier
patterns-utilities.mdArray helpers (List alternatives), event bus, GameObject relay communication, pseudo-struct double-cast, abstract class callback, cancellable delayed event, re-entrance guard, UdonEvent pseudo-delegateArrayUtils, EventBus, relay, subscriber, FindIndex, ShuffleArray, object array, pseudo struct, double cast, abstract class, callback, interface alternative, cancellable timer, re-entrance, emitting guard, UdonEvent, pseudo delegate
patterns-ui.mdUI/Canvas patterns: immobilize guard, avatar-scale-aware UI, FOV-responsive positioning, platform-adaptive layout, dynamic player list, scroll input abstraction, lookup-table localization, toggle-animator bridge, settings persistence via PlayerObject, listener-based menu events, finger touch interaction, modular app architectureCanvas, UI, menu, Immobilize, avatar scale, FOV, platform, Quest, VR, desktop, player list, scroll, localization, language, Toggle, Animator, PlayerObject, settings, persistence, listener, broadcast, finger touch, fingertip, haptic, FingerPointer, FingerTouchCanvas, touch canvas, app architecture, AppModule, AppManager, plugin lifecycle, CanvasGroup transition
patterns-video.mdVideo player state machine, server-time playback sync, late joiner sync, AVPro Blit buffering, error retry with fallback, synced playlist/queue, platform URL selectionvideo player, AVPro, VRCUnityVideoPlayer, BaseVRCVideoPlayer, playback sync, server time, GetServerTimeInMilliseconds, late joiner, VRCGraphics.Blit, OnVideoReady, OnVideoError, retry, fallback, playlist, queue, shuffle, repeat, Quest URL
web-loading.mdString/Image downloading, VRCJson, Trusted URLsVRCStringDownloader, VRCImageDownloader, VRCJson, DataDictionary, VRCUrl
image-loading-vram.mdAdvanced VRAM management for image loading: Destroy vs Dispose, double-buffer fade, stock mode, mipmap biasVRAM, texture memory, memory leak, Destroy, Dispose, double buffer, fade, mipmap, TextureInfo
web-loading-advanced.mdAdvanced data loading: Base64 texture embedding via StringDownloader, cross-platform compression, URL double-key indexing, LRU decode cacheBase64, LoadRawTextureData, StringDownloader texture, DXT1, ETCRGB4, UNITYANDROID, LRU cache, packed resources, binary format
api.mdVRCPlayerApi, Networking, NetworkCalling sender context, enums reference, VRCObjectPool methods + Interact-driven ownership patternsGetPlayers, playerId, isMaster, isLocal, GetPosition, SetVelocity, NetworkCalling, CallingPlayer, InNetworkCall, Drone, VRCDroneApi, VRCObjectPool, TryToSpawn, Return, Shuffle, pool owner, Interact pool, pool forwarded spawn, pool ownership transfer
events.mdAll Udon events (including OnPlayerRestored, OnContactEnter)OnPlayerJoined, OnPlayerLeft, OnPlayerTriggerEnter, OnOwnershipTransferred, OnControllerColliderHitPlayer, CharacterController, OnMasterTransferred, OnAvatarChanged, OnSpawn, VRC Economy, OnPurchaseConfirmed, OnAsyncGpuReadbackComplete
editor-scripting.mdEditor scripting, proxy system, custom inspectors, editor-only setup components (IEditorOnly), build pipeline callbacks, and UdonSharpProgramAsset auto-generationUdonSharpEditor, UdonSharpBehaviourProxy, SerializedObject, UdonSharpProgramAsset, auto-generate, AssetPostprocessor, .asset missing, IEditorOnly, EditorOnly tag, setup helper, setup component, build exclusion, custom inspector, ContextMenu, IVRCSDKBuildRequestedCallback, OnBuildRequested, build callback, IPreprocessCallbackBehaviour, OnPreprocess
assembly-definitions.mdUdonSharp assembly definitions, Unity .asmdef vs U# Assembly Definition, VPM package workflows, Runtime/Editor separation, and Auto Referenced tradeoffsVersion Defines, VRCENABLE, asmdef, Assembly Definition, U# Assembly Definition, Source Assembly, VPM package, Auto Referenced, Runtime, Editor, package layout, prefab-first, code-integration API
sync-examples.mdSync pattern examples (Local/Events/SyncedVars)Continuous, Manual, NoVariableSync, sync example
troubleshooting.mdCommon errors and solutionsNullReference, compile error, sync not working, FieldChangeCallback, VRCStation, seated player, trigger zone, OnPlayerTriggerEnter not firing, station collider, position polling, OnStationEntered
sdk-migration.mdSDK migration guide (3.7 to 3.10), version-by-version changes and checklistsmigration, deprecated, upgrade, 3.7, 3.8, 3.9, 3.10
testing.mdTesting and debugging guide: ClientSim editor testing, Build and Test (single and multi-client), Debug.Log patterns, pre-release cleanup, testing checklistClientSim, Build and Test, multi-client, late joiner test, debug, Debug.Log, ownership test, sync test, testing checklist
context-preservation.mdContext-preservation guide: recording task-specific design intent (source of truth, sync strategy, ownership, late-joiner behavior, validation) across context compaction/handoff; minimal task-context note; privacy guidance; resume checklistcontext preservation, design intent, compaction, handoff, resume, task context note, why this design, ownership rationale, design-context loss

Templates (assets/templates/)

TemplatePurpose
BasicInteraction.csInteractive object with Interact() handler
SyncedObject.csNetwork-synced object (Manual sync, ownership guard, late-joiner init flag)
PlayerSettings.csPer-player movement settings (walk/run/jump speed)
StateMachine.csState machine with synced state and transitions
DataPersistence.csPlayerData save/load with OnPlayerRestored (introduced in SDK 3.7.4; active target 3.10.5)
ContactReceiver.csContact receiver for world-side collision detection (introduced in SDK 3.10.0; active target 3.10.5)
CustomInspector.csCustom editor inspector with UdonSharpEditor
MasterManagedPlayerPool.csMaster-managed player object pool for non-security session arbitration; FIFO ring buffer; OnPlayerJoined/Left; _VerifyAssignments after master handoff
EventBus.csSubscriber list event bus (max 32 listeners); RegisterListener/UnregisterListener/RaiseEvent; in-place compaction
ArrayUtils.csList\<T\> alternatives: Add, Contains, AddUnique, Remove, RemoveAt, Insert for GameObject[]; FindIndex/ShuffleArray for int[]
UndoableGameManager.csHistory/undo sync with byte[] state history; NetworkCallable _OwnerProcessMove/_OwnerUndo/_OwnerReset
PackedStateSync.csPack 3 ints into one Vector3 UdonSynced field; OnPreSerialization/OnDeserialization
RateLimitedSync.cs0.15s sync cooldown with syncLocked/changeCounter; _OnSyncUnlock callback
DualCopySync.csLocal + synced copy with _dirty flag; strict OnPreSerialization/OnDeserialization separation
BatchedSync.csIdempotent ScheduleBatchedSync with 0.2s BatchDelay; _FlushBatch delayed callback
CloggedRetrySync.csNetworking.IsClogged check; linear back-off (RetryDelay * retryCount); MaxRetries=5
UdonSharpProgramAssetAutoGenerator.csAssetPostprocessor that auto-creates UdonSharpProgramAsset for new scripts

Hooks

HookPlatformPurpose
validate-udonsharp.ps1Windows (PowerShell)PostToolUse constraint validation
validate-udonsharp.shLinux/macOS (Bash)PostToolUse constraint validation

The Bash validator requires jq. If it is unavailable, the hook passes its input through unchanged and emits VALIDATOR-WARNING: validation skipped (JQ_UNAVAILABLE) instead of silently reporting successful validation.

Quick Reference

  • CHEATSHEET.md - One-page quick reference
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