unity-vrc-udon-sharp
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 Udon. 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.SetOwneris locally immediate on the calling client —Networking.IsOwner(gameObject)istruesynchronously after the call, and writing[UdonSynced]fields plusRequestSerialization()immediately afterwards is safe under anIsOwnerguard. ConcurrentSetOwnercalls 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. Persistent state requires[UdonSynced]variables; the owner callsRequestSerialization()on join events to push current state to newcomers. - What if the owner leaves mid-session? Without explicit
OnPlayerLefthandling, the object's synced state can never change again. Decide upfront: auto-transfer to master, reset to a known default, or the next interacting player claims ownership.
Core Principles
- Constraints First — Assume standard C# features are blocked until verified. Check
udonsharp-constraints.mdbefore using any API. - Ownership Before Mutation — Only the owner of an object can modify its synced variables. Always
SetOwner→ modify →RequestSerialization. - Late Joiner Correctness — State must be correct for players who join after events have occurred. Design for re-serialization, not just live updates.
- 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. - Event-Driven, Not Polling — Use
OnDeserialization,[FieldChangeCallback], andSendCustomEventinstead of checking state inUpdate().
Common Mistakes (NEVER List)
These constraints cause either compile-time failures or silent runtime failures. Check this list before writing any UdonSharp code.
| # | NEVER do this | Why it fails silently | Use instead |
|---|---|---|---|
| 1 | Use List<T>, Dictionary<T,K>, or any generic collection |
Compile error — blocked by Udon compiler | T[] arrays, DataList, DataDictionary |
| 2 | Use async/await, System.Threading, or coroutines |
Udon is single-threaded; these features do not exist | SendCustomEventDelayedSeconds() |
| 3 | Modify [UdonSynced] fields without owning the object |
Change appears local but is silently reverted on next deserialization | Networking.SetOwner() before modify, then RequestSerialization() |
| 4 | Forget RequestSerialization() after modifying synced fields (Manual sync) |
State changes never leave the local client — no error, no warning | Always call RequestSerialization() after modifying [UdonSynced] fields |
| 5 | Use try/catch/finally/throw |
Compile error — exception handling is blocked | Defensive null checks + early return |
| 6 | Access Networking.LocalPlayer in field initializers |
Field initializers run at compile time — LocalPlayer is null |
Initialize in Start() or use lazy-init guard |
| 7 | Use static fields for per-instance state |
Static fields are shared across all instances on the same client and are not synced | Instance fields with [UdonSynced] if sync is needed |
| 8 | Call RequestSerialization() every frame in Manual sync |
Floods the ~11 KB/s network budget, causing congestion for the entire world | Throttle to 1-10 Hz with change detection; check Networking.IsClogged |
| 9 | Use LINQ (.Where, .Select, etc.) or lambda expressions |
Compile error — not supported by Udon compiler | Manual for loops with named methods |
| 10 | Use Button.onClick.AddListener() |
Not available in Udon — no runtime delegate support | Configure SendCustomEvent via Inspector OnClick |
| 11 | Mix Continuous and Manual sync concerns on one behaviour | Wastes bandwidth (discrete values in Continuous) or loses control (redundant RequestSerialization in Continuous) |
Separate behaviours: Continuous for position/rotation, Manual for discrete state |
| 12 | Write to [UdonSynced] fields without an IsOwner guard |
Non-owner writes are purely local and silently reverted on the next deserialization from the actual owner | Networking.SetOwner first if needed (locally immediate), then write under IsOwner and call RequestSerialization() |
| 13 | Use [NetworkCallable] on SDK < 3.8.1 |
Compiles but silently ignored at runtime — the attribute has no effect and methods never receive network calls | Verify SDK >= 3.8.1; on older SDKs use synced variables + SendCustomNetworkEvent |
| 14 | Use PhysBones/Contacts API (OnPhysBoneGrab, OnContactEnter, etc.) on SDK < 3.10.0 |
Compiles but silently ignored at runtime — world-side Dynamics did not exist pre-3.10.0, so callbacks never fire | Verify SDK >= 3.10.0; Dynamics for Worlds was added in 3.10.0 |
| 15 | Use PlayerData persistence API on SDK < 3.7.4 |
Compile error — missing symbol; PlayerData, PlayerObject, and OnPlayerRestored were added in 3.7.4 and are not in the Udon whitelist before then |
Verify SDK >= 3.7.4; persistence was added in 3.7.4 |
| 16 | Create a .cs script without a corresponding .asset file |
Script is not recognized as UdonBehaviour — "The associated script cannot be loaded", no Udon compilation | Every 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) |
| 17 | Call Debug.Log() inside Update(), PostLateUpdate(), or any per-frame event |
VRChat'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 symptoms | Guard with if (debugMode && Time.frameCount % 60 == 0), or move all logging to event-driven callbacks |
| 18 | Use [UdonSynced] on a GameObject, Transform, UdonBehaviour, or any component reference |
Only primitives, value types (Vector3, Quaternion, Color, etc.), string, VRCUrl, and their simple arrays are syncable. Component references either fail at compile time or are silently never serialized depending on SDK version | Sync a player ID (int) or scene object index (int) and resolve the actual reference locally on each client |
Sync Mode Quick Decision
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] (SDK 3.8.1+)
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.
Sync Debugging Quick Decision
When sync "looks correct locally but doesn't work for others":
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
└── Writing in OnPreSerialization scope? → Move write before OnPreSerialization fires
Late joiners don't see current state?
├── State set only on event (e.g., player trigger)? → Also set in Start() + RequestSerialization() on owner
└── 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.
| Task | MANDATORY READ | Optional | Do NOT Load |
|---|---|---|---|
| Writing networking/sync code | networking.md, networking-antipatterns.md |
networking-bandwidth.md, sync-examples.md |
dynamics.md, web-loading.md, image-loading-vram.md |
| Building UI/menus | patterns-ui.md, events.md |
patterns-core.md, api.md |
networking-bandwidth.md, dynamics.md, web-loading.md |
| Implementing persistence (save/load) | persistence.md |
patterns-networking.md, events.md |
dynamics.md, web-loading.md, image-loading-vram.md |
| Downloading strings/images from web | web-loading.md |
web-loading-advanced.md, image-loading-vram.md |
dynamics.md, persistence.md, networking-bandwidth.md |
| Using PhysBones/Contacts/Constraints | dynamics.md, events.md |
patterns-networking.md, api.md |
web-loading.md, image-loading-vram.md, persistence.md |
| Optimizing performance (Update loops) | patterns-performance.md |
patterns-utilities.md, api.md |
dynamics.md, web-loading.md, persistence.md |
| Building a video player | patterns-video.md |
events.md, web-loading.md |
dynamics.md, persistence.md, image-loading-vram.md |
| Debugging/troubleshooting | troubleshooting.md |
constraints.md, networking.md, testing.md |
patterns-*.md, dynamics.md, web-loading.md |
| Debugging ownership / sync conflicts | networking.md, troubleshooting.md |
networking-antipatterns.md |
dynamics.md, web-loading.md |
| Writing new UdonSharp scripts (not sure if sync needed) | constraints.md |
networking.md |
dynamics.md, web-loading.md, image-loading-vram.md |
| Creating new UdonSharp scripts | editor-scripting.md |
troubleshooting.md |
networking.md, dynamics.md |
Pattern Selection Guide
Six pattern files cover different domains. Use this quick routing to pick the right one:
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
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.mdandpatterns-networking.md.
Template Selection Guide
17 templates cover common starting points. Pick the closest match and adapt:
| Starting Point | Template | Key Feature |
|---|---|---|
| Interaction & Objects | ||
| Interactive object (click/use) | BasicInteraction.cs |
Cooldown, toggle, audio feedback |
| Synced toggle / shared object | SyncedObject.cs |
Ownership guard, FieldChangeCallback, late-joiner init |
| Per-player movement settings | PlayerSettings.cs |
Walk/run/jump speed via trigger zone |
| Contact-based collision detection | ContactReceiver.cs |
OnContactEnter/Exit, avatar vs world, debounce (SDK 3.10.0+) |
| State & Game Logic | ||
| State machine / game flow | StateMachine.cs |
Timed transitions, synced state, late-joiner safety |
| Game with undo/history | UndoableGameManager.cs |
byte[] history, NetworkCallable OwnerProcessMove/Undo/Reset |
| Object pool (player slots) | MasterManagedPlayerPool.cs |
FIFO ring buffer, master-managed, OnPlayerJoined/Left |
| Persistence & Data | ||
| Save/load player data | DataPersistence.cs |
PlayerData API, OnPlayerRestored, auto-save (SDK 3.7.4+) |
| Networking Patterns | ||
| Rate-limited sync (slider drag) | RateLimitedSync.cs |
0.15s cooldown, last-write-wins |
| Batched sync (rapid events) | BatchedSync.cs |
Idempotent schedule, 0.2s delay, single packet |
| Congestion-aware retry | CloggedRetrySync.cs |
IsClogged check, linear back-off, MaxRetries |
| Dual local+synced copy | DualCopySync.cs |
Local working copy + synced transport, dirty flag |
| Pack multiple values into one field | PackedStateSync.cs |
3 ints in one Vector3, reduced sync overhead |
| Utilities | ||
| Array helpers (List<T> alternative) | ArrayUtils.cs |
Add, Remove, Contains, FindIndex, Shuffle for arrays |
| Event bus (pub/sub) | EventBus.cs |
Subscriber list (max 32), RegisterListener/RaiseEvent |
| Custom editor inspector | CustomInspector.cs |
UdonSharpGUI, Undo, proxy sync |
| Auto-generate .asset for new scripts | UdonSharpProgramAssetAutoGenerator.cs |
AssetPostprocessor, 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.csas the base plus patterns fromRateLimitedSync.csfor throttling.
Rules (Constraints & Networking)
Compile constraints and networking rules are defined in always-loaded Rules:
| Rule File | Contents |
|---|---|
rules/udonsharp-constraints.md |
Blocked features, code generation rules, attributes, syncable types |
rules/udonsharp-networking.md |
Ownership, sync modes, RequestSerialization, NetworkCallable |
rules/udonsharp-sync-selection.md |
Sync pattern selection, data budget, minimization principles |
After installation, place these in the agent's rules directory for automatic loading.
SDK Versions
| SDK Version | Key Features |
|---|---|
| 3.7.1 | Added StringBuilder, RegularExpressions, System.Random |
| 3.7.4 | Added Persistence API (PlayerData/PlayerObject) |
| 3.7.6 | Multi-platform Build & Publish (PC + Android simultaneously) |
| 3.8.0 | PhysBone dependency sorting, Drone API (VRCDroneInteractable) |
| 3.8.1 | [NetworkCallable] attribute, parameterized network events, NetworkEventTarget.Others/.Self |
| 3.9.0 | Camera Dolly API, Auto Hold pickup simplification |
| 3.10.0 | VRChat Dynamics for Worlds (PhysBones, Contacts, VRC Constraints) |
| 3.10.1 | Bug fixes and stability improvements |
| 3.10.2 | EventTiming extensions, PhysBones fixes, shader time globals |
| 3.10.3 | VRCPlayerApi.isVRCPlus, VRCRaycast (avatar), Mirror render-order fix |
Note: SDK versions below 3.9.0 are deprecated as of December 2, 2025. New world uploads are no longer possible.
Official Resources
| Resource | URL | Contents |
|---|---|---|
| VRChat Creators | creators.vrchat.com/worlds/udon/ | Official Udon / SDK documentation |
| UdonSharp Docs | udonsharp.docs.vrchat.com | UdonSharp API reference |
| VRChat Forums | ask.vrchat.com | Q&A, solutions |
| VRChat Canny | feedback.vrchat.com | Bug reports, known issues |
| GitHub | github.com/vrchat-community | Samples and libraries |
References
| File | Contents | Search Hints |
|---|---|---|
constraints.md |
C# feature availability in UdonSharp; blocked features; syncable types; attributes; DataList vs array decision guidance; advanced workarounds (object array pseudo-struct, VRCUrl array sync) | List, async, try/catch, LINQ, generics, DataList, DataDictionary, DataList vs array, when to use DataList, VRCUrl array, VRCUrl sync, pseudo-struct, object array cast, multi-field state container |
networking.md |
Ownership model, sync modes, RequestSerialization, NetworkCallable, network events, data limits | UdonSynced, SetOwner, BehaviourSyncMode, FieldChangeCallback, OnDeserialization, master leave, ownership cascade |
networking-bandwidth.md |
Bandwidth throttling, bit packing, synced data size examples, debugging, owner-centric architecture | IsClogged, bandwidth, throttle, bit packing, data budget, IsMaster |
networking-antipatterns.md |
6 anti-patterns to avoid; 5 advanced sync patterns with template links | anti-pattern, race condition, ownership fight, late-joiner, PackedStateSync, BatchedSync |
persistence.md |
Storage layer decision tree (local/synced/PlayerData/PlayerObject); PlayerData/PlayerObject API (SDK 3.7.4+); per-player save data; storage usage query API (SDK 3.10.0+) | storage layer, decision tree, local variable, PlayerData, PlayerObject, OnPlayerRestored, SetInt, TryGetInt, GetPlayerDataStorageUsage, GetPlayerDataStorageLimit, RequestStorageUsageUpdate, OnPersistenceUsageUpdated, storage quota, storage usage, which storage, when to use PlayerData |
dynamics.md |
PhysBones, Contacts, VRC Constraints (SDK 3.10.0+) | PhysBone, ContactReceiver, ContactSender, VRCConstraint, OnContactEnter |
patterns-core.md |
Initialization, interaction, player detection, timer, audio, pickup, animation, UI, teleportation, lazy init guard, remote players | Interact, OnEnable, Initialize, AudioSource, VRCPickup, Animator, UI, TeleportTo, remote players, GetRemotePlayers, exclude local player, FindAll alternative |
patterns-networking.md |
Object pooling, NetworkCallable patterns, persistence integration, dynamics integration, synced game state, delayed event debounce, string join for array sync | pool, MasterManagedPlayerPool, NetworkCallable, DamageReceiver, game state, debounce, state machine, string join, array sync, paragraph separator, U+2029 |
patterns-performance.md |
Partial 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 tiers | Update, 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 |
patterns-utilities.md |
Array helpers (List alternatives), event bus, GameObject relay communication, pseudo-struct double-cast, abstract class callback, cancellable delayed event, re-entrance guard, UdonEvent pseudo-delegate | ArrayUtils, 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.md |
UI/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 architecture | Canvas, 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.md |
Video player state machine, server-time playback sync, late joiner sync, AVPro Blit buffering, error retry with fallback, synced playlist/queue, platform URL selection | video 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.md |
String/Image downloading, VRCJson, Trusted URLs | VRCStringDownloader, VRCImageDownloader, VRCJson, DataDictionary, VRCUrl |
image-loading-vram.md |
Advanced VRAM management for image loading: Destroy vs Dispose, double-buffer fade, stock mode, mipmap bias | VRAM, texture memory, memory leak, Destroy, Dispose, double buffer, fade, mipmap, TextureInfo |
web-loading-advanced.md |
Advanced data loading: Base64 texture embedding via StringDownloader, cross-platform compression, URL double-key indexing, LRU decode cache | Base64, LoadRawTextureData, StringDownloader texture, DXT1, ETC_RGB4, UNITY_ANDROID, LRU cache, packed resources, binary format |
api.md |
VRCPlayerApi, Networking, enums reference | GetPlayers, playerId, isMaster, isLocal, GetPosition, SetVelocity, Drone, VRCDroneApi |
events.md |
All Udon events (including OnPlayerRestored, OnContactEnter) | OnPlayerJoined, OnPlayerLeft, OnPlayerTriggerEnter, OnOwnershipTransferred |
editor-scripting.md |
Editor scripting, proxy system, and UdonSharpProgramAsset auto-generation | UdonSharpEditor, UdonSharpBehaviourProxy, SerializedObject, UdonSharpProgramAsset, auto-generate, AssetPostprocessor, .asset missing |
sync-examples.md |
Sync pattern examples (Local/Events/SyncedVars) | Continuous, Manual, NoVariableSync, sync example |
troubleshooting.md |
Common errors and solutions | NullReference, compile error, sync not working, FieldChangeCallback, VRCStation, seated player, trigger zone, OnPlayerTriggerEnter not firing, station collider, position polling, OnStationEntered |
sdk-migration.md |
SDK migration guide (3.7 to 3.10), version-by-version changes and checklists | migration, deprecated, upgrade, 3.7, 3.8, 3.9, 3.10 |
testing.md |
Testing and debugging guide: ClientSim editor testing, Build and Test (single and multi-client), Debug.Log patterns, pre-release cleanup, testing checklist | ClientSim, Build and Test, multi-client, late joiner test, debug, Debug.Log, ownership test, sync test, testing checklist |
Templates (assets/templates/)
| Template | Purpose |
|---|---|
BasicInteraction.cs |
Interactive object with Interact() handler |
SyncedObject.cs |
Network-synced object (Manual sync, ownership guard, late-joiner init flag) |
PlayerSettings.cs |
Per-player movement settings (walk/run/jump speed) |
StateMachine.cs |
State machine with synced state and transitions |
DataPersistence.cs |
PlayerData save/load with OnPlayerRestored (SDK 3.7.4+) |
ContactReceiver.cs |
Contact receiver for world-side collision detection (SDK 3.10.0+) |
CustomInspector.cs |
Custom editor inspector with UdonSharpEditor |
MasterManagedPlayerPool.cs |
Master-managed player object pool; FIFO ring buffer; OnPlayerJoined/Left; VerifyAssignments after master handoff |
EventBus.cs |
Subscriber list event bus (max 32 listeners); RegisterListener/UnregisterListener/RaiseEvent; in-place compaction |
ArrayUtils.cs |
List<T> alternatives: Add, Contains, AddUnique, Remove, RemoveAt, Insert for GameObject[]; FindIndex/ShuffleArray for int[] |
UndoableGameManager.cs |
History/undo sync with byte[] state history; NetworkCallable OwnerProcessMove/OwnerUndo/OwnerReset |
PackedStateSync.cs |
Pack 3 ints into one Vector3 UdonSynced field; OnPreSerialization/OnDeserialization |
RateLimitedSync.cs |
0.15s sync cooldown with _syncLocked/_changeCounter; _OnSyncUnlock callback |
DualCopySync.cs |
Local + synced copy with _dirty flag; strict OnPreSerialization/OnDeserialization separation |
BatchedSync.cs |
Idempotent ScheduleBatchedSync with 0.2s BatchDelay; _FlushBatch delayed callback |
CloggedRetrySync.cs |
Networking.IsClogged check; linear back-off (RetryDelay * retryCount); MaxRetries=5 |
UdonSharpProgramAssetAutoGenerator.cs |
AssetPostprocessor that auto-creates UdonSharpProgramAsset for new scripts |
Hooks
| Hook | Platform | Purpose |
|---|---|---|
validate-udonsharp.ps1 |
Windows (PowerShell) | PostToolUse constraint validation |
validate-udonsharp.sh |
Linux/macOS (Bash) | PostToolUse constraint validation |
Quick Reference
CHEATSHEET.md- One-page quick reference