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{{Noticebox/Official}}{{Stub|Not much information here! You can [[VRCWiki:How to contribute|contribute]] by expanding, and proofreading this article, in accordance with the [[VRCWiki:Manual of Style|Manual of Style]].}}
[[File:OSC_Keyart.png|thumb|300x300px]]
[[File:OSC_Keyart.png|thumb|300x300px]]
[https://opensoundcontrol.stanford.edu/index.html '''OSC'''] is a way to get different devices and applications to talk to each other. VRChat announced on February 16th 2022 OSC for avatars<ref>https://hello.vrchat.com/blog/vrchat-osc-for-avatars</ref>. Most commonly used to have body-, eye- and face trackers communicate with [[Special:MyLanguage/VRChat|VRChat]].
[https://opensoundcontrol.stanford.edu/index.html '''OSC'''] is a way to get different devices and applications to talk to each other. VRChat announced on February 16th 2022 OSC for avatars<ref>https://hello.vrchat.com/blog/vrchat-osc-for-avatars</ref>. This feature is commonly used by body-, eye- and face trackers to communicate with [[Special:MyLanguage/VRChat|VRChat]], as well as by other applications that automate [[Special:MyLanguage/Avatars|Avatar]] parameters.


==OSCQuery==
==OSCQuery==
[https://github.com/Vidvox/OSCQueryProposal OSCQuery] is a protocol to connect OSC applications together easier. Information on how to connect with VRChat with OSCQuery is available on the [https://github.com/vrchat-community/osc/wiki/OSCQuery VRChat OSCQuery GitHub Wiki]. VRChat also provides [https://github.com/vrchat-community/vrc-oscquery-lib a C# library on GitHub].
[https://github.com/Vidvox/OSCQueryProposal OSCQuery] is a protocol to connect OSC applications together more easily. Information on how to connect with VRChat with OSCQuery is available on the [https://github.com/vrchat-community/osc/wiki/OSCQuery VRChat OSCQuery GitHub Wiki]. VRChat also provides [https://github.com/vrchat-community/vrc-oscquery-lib a C# library on GitHub].


Some of the community made OSCQuery libraries:
Some of the community made OSCQuery libraries:
Line 13: Line 12:


== OSC feature set ==
== OSC feature set ==
OSC enables control and monitoring of multiple systems within VRChat, including input controls, avatar parameters, chatbox functionality, and camera systems such as the [[Camera Dolly]]. For camera implementation details, see the [[Camera Dolly#OSC integration|OSC integration]] section.
OSC enables control and monitoring of multiple systems within VRChat, including input controls, avatar parameters, chatbox functionality, and camera systems such as the [[Camera Dolly]].


=== Input controls ===
=== OSC messages ===
OSC can trigger VRChat input actions by sending messages to <code>/input/*</code> addresses. This includes movement controls, view rotation, jumping, voice toggling, and VR-specific interactions. For a complete list of supported inputs, see the [https://docs.vrchat.com/docs/osc-as-input-controller official OSC input controller documentation].
Many of VRChat's OSC endpoints can accept multiple values in one message, and each value must be one of certain types:
{| class="wikitable"
! Name
! Type
! Description
|-
| int
| <code>i</code>
| 32-bit signed integer (big-endian)
|-
| float
| <code>f</code>
| 32-bit IEEE 754 single-precision float (big-endian)
|-
| boolean
| <code>T</code> or <code>,F</code>
| Boolean true or false, respectively
|-
| string
| <code>s</code>
| ASCII text (some endpoints explicitly accept UTF-8 encoded text)
|}
In an OSC message, the string specifying the types of the message's values begins with a <code>,</code> followed by one character for each type<ref>https://opensoundcontrol.stanford.edu/spec-1_0.html#osc-type-tag-string</ref>, and in the following tables, the type of the whole message is listed.
 
Sometimes, when an OSC message has only one parameter, VRChat may accept an equivalent value of a different type:
{| class="wikitable"
! boolean
! int
! float
|-
| false
| 0
| 0.0
|-
| true
| 1
| 1.0
|}
For example, if the Avatar parameter <code>/avatar/parameters/TurboEncabulator</code> is a boolean, sending any of <br><code>/avatar/parameters/TurboEncabulator ,T</code>,<br><code>/avatar/parameters/TurboEncabulator ,i 1</code>,  or <br><code>/avatar/parameters/TurboEncabulator ,f 1.0</code> as a message will set the parameter to true.
 
VRChat accepts and processes messages sent inside of [https://opensoundcontrol.stanford.edu/spec-1_0.html#osc-bundles OSC bundles], but does not itself send any bundles.
 
=== Avatar ===
OSC provides read and write access to [https://docs.vrchat.com/docs/osc-avatar-parameters avatar parameters], enabling real-time control of avatar expressions, animations, and custom behaviors.
Parameters are accessed through <code>/avatar/parameters/<ParameterName></code> addresses and support integer, float, and boolean data types.
Custom Avatar parameter names and behaviors are defined by individual avatar creators, but there are a number of [https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters reserved parameters].
All Avatar '''custom''' OSC endpoints are read-write, but all Avatar '''reserved''' OSC endpoints are read-only unless otherwise specified.
{| class="wikitable"
! Address
! Type
! Description
|-
| <code>/avatar/change</code>
| <code>,s</code>
| '''read-write''' Current user avatar id
|-
| <code>/avatar/parameters/VRCEmote</code>
| <code>,i</code>
| '''read-write''' Default animation (1 to 16) [[Open_Sound_Control#parameter-common|&ast;]]
|-
| <code>/avatar/parameters/VRCFaceBlendV</code>
| <code>,f</code>
| '''read-write''' [[Open_Sound_Control#parameter-common|&ast;]]
|-
| <code>/avatar/parameters/VRCFaceBlendH</code>
| <code>,f</code>
| '''read-write''' [[Open_Sound_Control#parameter-common|&ast;]]
|-
| <code>/avatar/parameters/PreviewMode</code>
| <code>,i</code>
| 1: Avatar in menu preview, otherwise 0 (OSC: '''always 0''')
|-
| <code>/avatar/parameters/IsOnFriendsList</code>
| <code>,T</code>
| Whether the local user is friends with the remote user with this avatar (OSC: '''always false''')
|-
| <code>/avatar/parameters/IsAnimatorEnabled</code>
| <code>,T</code>
| Whether the animator is enabled
|-
| '''Gesture'''
|
|
|-
| <code>/avatar/parameters/GestureRightWeight</code>
| <code>,f</code>
| Weight for right hand gesture
|-
| <code>/avatar/parameters/GestureLeftWeight</code>
| <code>,f</code>
| Weight for left hand gesture
|-
| <code>/avatar/parameters/GestureRight</code>
| <code>,i</code>
| Right hand gesture<ref>https://creators.vrchat.com/avatars/animator-parameters#gestureleft-and-gestureright-values</ref>
|-
| <code>/avatar/parameters/GestureLeft</code>
| <code>,i</code>
| Left hand gesture
|-
| '''Scaling'''
|
|
|-
| <code>/avatar/parameters/ScaleModified</code>
| <code>,T</code>
| Whether the avatar scale has been changed from the default height
|-
| <code>/avatar/parameters/ScaleFactor</code>
| <code>,f</code>
| Avatar current height / default height
|-
| <code>/avatar/parameters/ScaleFactorInverse</code>
| <code>,f</code>
| Reciprocal of above (default height / current height)
|-
| <code>/avatar/parameters/EyeHeightAsMeters</code>
| <code>,f</code>
| Avatar current eye height in meters
|-
| <code>/avatar/parameters/EyeHeightAsPercent</code>
| <code>,f</code>
| Linear interpolation of avatar current eye height between default limits (e.g., 0.0: 0.2 meters, 0.5: 2.6 meters, 1.0: 5.0 meters)
|-
| '''Sound'''
|
|
|-
| <code>/avatar/parameters/Viseme</code>
| <code>,i</code>
| The [[Visemes|viseme]] currently shown<ref>https://creators.vrchat.com/avatars/animator-parameters#viseme-values</ref>
|-
| <code>/avatar/parameters/Voice</code>
| <code>,f</code>
| Microphone volume (0.0: silent, 1.0: loudest)
|-
| <code>/avatar/parameters/Earmuffs</code>
| <code>,T</code>
| Whether the user has Earmuff Mode enabled
|-
| <code>/avatar/parameters/MuteSelf</code>
| <code>,T</code>
| Whether the user has muted themselves
|-
| '''Player'''
|
|
|-
| <code>/avatar/parameters/AFK</code>
| <code>,T</code>
| Whether the user is AFK
|-
| <code>/avatar/parameters/InStation</code>
| <code>,T</code>
| Whether the user is in a station
|-
| <code>/avatar/parameters/Seated</code>
| <code>,T</code>
| Duplicate of above, '''not''' "seated mode" vs. "standing mode"
|-
| <code>/avatar/parameters/VRMode</code>
| <code>,i</code>
| 1: VR mode, otherwise 0
|-
| <code>/avatar/parameters/TrackingType</code>
| <code>,i</code>
| Number of currently tracked points<ref>https://creators.vrchat.com/avatars/animator-parameters#trackingtype-parameter</ref>
|-
| '''Positioning'''
|
|
|-
| <code>/avatar/parameters/Grounded</code>
| <code>,T</code>
| Whether the user is touching the floor int the world
|-
| <code>/avatar/parameters/Upright</code>
| <code>,f</code>
| Heuristic for how "upright" you are (0.0: prone, 1.0: standing straight up)
|-
| <code>/avatar/parameters/AngularY</code>
| <code>,f</code>
| Rightward angular velocity
|-
| <code>/avatar/parameters/VelocityX</code>
| <code>,f</code>
| Rightward velocity in m/s
|-
| <code>/avatar/parameters/VelocityY</code>
| <code>,f</code>
| Upward velocity in m/s
|-
| <code>/avatar/parameters/VelocityZ</code>
| <code>,f</code>
| Forward velocity in m/s
|-
| <code>/avatar/parameters/VelocityMagnitude</code>
| <code>,f</code>
| Total magnitude of velocity: &radic;( VelocityX &sup2; + VelocityY &sup2; + VelocityZ &sup2; )
|}
<span id="parameter-common">'''&ast;'''</span> ''technically not required/built-in, but these parameters are in the default animator and are almost always present''
 
=== Input ===
OSC can trigger VRChat input actions by sending messages to <code>/input/*</code> addresses.
This includes movement controls, view rotation, jumping, voice toggling, and VR-specific interactions.
All [https://docs.vrchat.com/docs/osc-as-input-controller Input] OSC endpoints are write-only.
==== Axes ====
These expect a float from -1 to 1 to control things like movement.
They must be reset to 0 when not in use: a <code>/input/Vertical ,f 1</code> message without a corresponding <code>/input/Vertical ,f 0</code> will continue to move you forward forever.
{| class="wikitable"
! Address
! Type
! Description
! +1
! -1
|-
| <code>/input/Horizontal</code>
| <code>,f</code>
| Player movement
| right
| left
|-
| <code>/input/Vertical</code>
| <code>,f</code>
| Player movement
| forward
| backward
|-
| <code>/input/LookHorizontal</code>
| <code>,f</code>
| Player rotation [[Open_Sound_Control#input-smooth|&ast;]]
| right
| left
|-
| <code>/input/LookVertical</code> [[Open_Sound_Control#osc-defacto|&dagger;]]
| <code>,f</code>
| Player rotation
| up
| down
|-
| <code>/input/SpinHoldCwCcw</code>
| <code>,f</code>
| Held item rotation
| clockwise
| counter-clockwise
|-
| <code>/input/SpinHoldUD</code>
| <code>,f</code>
| Held item rotation
| up
| down
|-
| <code>/input/SpinHoldLR</code>
| <code>,f</code>
| Held item rotation
| left
| right
|-
| <code>/input/MoveHoldFB</code>
| <code>,f</code>
| Held item movement
| forward
| backward
|-
| <code>/input/UseAxisRight</code> [[Open_Sound_Control#osc-limbo|&Dagger;]]
| <code>,f</code>
| Held item use
|
|
|-
| <code>/input/GrabAxisRight</code> [[Open_Sound_Control#osc-limbo|&Dagger;]]
| <code>,f</code>
| Held item grab
|
|
|}
==== Buttons ====
These expect an boolean of true for "pressed" and false for "released".
For compatability, they also accept ints of 0 and 1, equivalent to false/"released" and true/"pressed" respectively.
They must be reset to false when not in use: a <code>/input/MoveForward ,T</code> message without a corresponding <code>/input/MoveForward ,F</code> will continue to move you forward forever.
They must also be reset to false before they can be used again: sending a <code>/input/Jump ,T</code> and then another <code>/input/Jump ,T</code> without a <code>/input/Jump ,F</code> between them will only result in a single jump.
{| class="wikitable"
! Address
! Type
! Description
|-
| <code>/input/MoveForward</code>
| <code>,T</code>
| Move forward
|-
| <code>/input/MoveBackward</code>
| <code>,T</code>
| Move backward
|-
| <code>/input/MoveLeft</code>
| <code>,T</code>
| Move left
|-
| <code>/input/MoveRight</code>
| <code>,T</code>
| Move right
|-
| <code>/input/LookLeft</code>
| <code>,T</code>
| Turn left [[Open_Sound_Control#input-smooth|&ast;]]
|-
| <code>/input/LookRight</code>
| <code>,T</code>
| Turn right [[Open_Sound_Control#input-smooth|&ast;]]
|-
| <code>/input/Jump</code>
| <code>,T</code>
| Jump (if supported by the world)
|-
| <code>/input/Run</code>
| <code>,T</code>
| Run (if supported by the world)
|-
| <code>/input/ComfortLeft</code>
| <code>,T</code>
| Snap-Turn to the left (VR only)
|-
| <code>/input/ComfortRight</code>
| <code>,T</code>
| Snap-Turn to the right (VR only)
|-
| <code>/input/GrabRight</code>
| <code>,T</code>
| Grab item highlighted by right hand
|-
| <code>/input/UseRight</code>
| <code>,T</code>
| Use item held in right hand
|-
| <code>/input/DropRight</code>
| <code>,T</code>
| Drop item held in right hand
|-
| <code>/input/GrabLeft</code>
| <code>,T</code>
| Grab item highlighted by left hand
|-
| <code>/input/UseLeft</code>
| <code>,T</code>
| Use item held in left hand
|-
| <code>/input/DropLeft</code>
| <code>,T</code>
| Drop item held in left hand
|-
| <code>/input/PanicButton</code>
| <code>,T</code>
| Enable Safe Mode
|-
| <code>/input/QuickMenuToggleLeft</code>
| <code>,T</code>
| Toggle Quick Menu for left hand
|-
| <code>/input/QuickMenuToggleRight</code>
| <code>,T</code>
| Toggle Quick Menu for right hand
|-
| <code>/input/ToggleSitStand</code> [[Open_Sound_Control#osc-defacto|&dagger;]]
| <code>,T</code>
| Toggle between Sitting and Standing
|-
| <code>/input/AFKToggle</code> [[Open_Sound_Control#osc-defacto|&dagger;]]
| <code>,T</code>
| Toggle AFK mode
|-
| <code>/input/Voice</code>
| <code>,T</code>
| Toggle Microphone (in Push-To-Talk Mode, false = "muted" and true = "unmuted")
|-
| <code>/input/ShowDebugInfo1</code>
| <code>,T</code>
| Displays information about loaded asset bundles (mostly irrelevant to world development)
|-
| <code>/input/ShowDebugInfo2</code>
| <code>,T</code>
| Displays the current build of VRChat that you are using, along with your FPS
|-
| <code>/input/ShowDebugInfo3</code>
| <code>,T</code>
| Displays your output log
|-
| <code>/input/ShowDebugInfo4</code>
| <code>,T</code>
| Displays various stats about other users
|-
| <code>/input/ShowDebugInfo5</code>
| <code>,T</code>
| Displays some graphs related to networking
|-
| <code>/input/ShowDebugInfo6</code>
| <code>,T</code>
| Displays all the networked objects in your world, along with various stats [[Open_Sound_Control#input-dbgauthor|&#x2051;]]
|-
| <code>/input/ShowDebugInfo7</code>
| <code>,T</code>
| Overlays visual representations of every PhysBone and Contact in the world near the local player [[Open_Sound_Control#input-dbgauthor|&#x2051;]]
|-
| <code>/input/ShowDebugInfo8</code>
| <code>,T</code>
| Overlays a panel on top of every synced object in the world; ach panel displays various stats about that specific object [[Open_Sound_Control#input-dbgauthor|&#x2051;]]
|-
| <code>/input/ShowDebugInfo9</code>
| <code>,T</code>
| Displays debug stats for every player in the instance at their feet [[Open_Sound_Control#input-dbgauthor|&#x2051;]]
|}
The <code>/input/ShowDebugInfo[1-9]</code> endpoints are for [https://creators.vrchat.com/worlds/udon/world-debug-views/ World Debug Views]
 
<span id="input-smooth">'''&ast;'''</span> ''smooth-turn in Desktop; will snap-turn in VR when value 1 or true if Comfort Turning is on''
 
<span id="input-dbgauthor">'''&#x2051;'''</span> ''only accessible to the world creator unless they have turned on "World Debugging" via the website''
==== Chatbox ====
{| class="wikitable"
! Address
! Type
! Description
|-
| <code>/chatbox/input</code>
| <code>,sTT</code>
| Set Chatbox content
|-
|
| 1st parameter <code>s</code>
| Text to input/send (144 character, 9 line maximum; supports UTF-8 text)
|-
|
| 2nd parameter <code>T</code>
| Whether to send immediately, otherwise open the keyboard and populate the text
|-
|
| 3rd parameter <code>T</code>
| Whether to trigger the notification SFX (optional, defaults to true; only applicable if text is sent immediately)
|-
| <code>/chatbox/typing</code>
| <code>,T</code>
| Set Chatbox typing indicator visibility (the <code>...</code>)
|}
 
=== Tracking ===
All [https://docs.vrchat.com/docs/osc-trackers Tracking] and [https://docs.vrchat.com/docs/osc-eye-tracking Eye Tracking] OSC endpoints are write-only unless otherwise specified.
Sending the <code>/tracking/trackers/head/...</code> values is optional; if supplied, VRChat will use them as the frame of reference for the other OSC trackers.
After 10 seconds without receiving data, eye tracking behavior will revert to default (auto look / auto blink). This timeout is separate for eyelids and eye-look.
{| class="wikitable"
! Address
! Type
! Description
|-
| <code>/tracking/trackers/[1-8]/position</code>
| <code>,fff</code>
| The position of the tracker
|-
|
| 1st parameter <code>f</code>
| Cartesian X coordinate
|-
|
| 2nd parameter <code>f</code>
| Cartesian Y coordinate
|-
|
| 3rd parameter <code>f</code>
| Cartesian Z coordinate
|-
| <code>/tracking/trackers/[1-8]/rotation</code>
| <code>,fff</code>
| The rotation of the tracker
|-
|
| 1st parameter <code>f</code>
| Euler X angle
|-
|
| 2nd parameter <code>f</code>
| Euler Y angle
|-
|
| 3rd parameter <code>f</code>
| Euler Z angle
|-
| <code>/tracking/trackers/[1-8]/position</code>
| <code>,fff</code>
| The position of the headset (see <code>.../position</code> above)
|-
| <code>/tracking/trackers/[1-8]/rotation</code>
| <code>,fff</code>
| The rotation of the headset (see <code>.../rotation</code> above)
|-
| <code>/tracking/eye/EyesClosedAmount</code>
| <code>,f</code>
| How closed the eyes are (0.0: fully open, 1.0: fully closed)
|-
| <code>/tracking/eye/CenterPitchYaw</code>
| <code>,ff</code>
| Pitch and yaw for automatic raycast (eyes look at hit location)
|-
|
| 1st parameter <code>f</code>
| Euler X angle
|-
|
| 2nd parameter <code>f</code>
| Euler Y angle
|-
| <code>/tracking/eye/CenterPitchYaw</code>
| <code>,ff</code>
| Pitch, yaw, and distance for raycast (eyes look at vector position)
|-
|
| 1st parameter <code>f</code>
| Euler X angle
|-
|
| 2nd parameter <code>f</code>
| Euler Y angle
|-
|
| 3rd parameter <code>f</code>
| Raycast distance
|-
| <code>/tracking/eye/CenterVec</code>
| <code>,fff</code>
| Headset-local '''normalized''' vector for automatic raycast (eyes look at hit location)
|-
|
| 1st parameter <code>f</code>
| Cartesian X coordinate
|-
|
| 2nd parameter <code>f</code>
| Cartesian Y coordinate
|-
|
| 3rd parameter <code>f</code>
| Cartesian Z coordinate
|-
| <code>/tracking/eye/CenterVecFull</code>
| <code>,fff</code>
| Headset-local vector for raycast (eyes look at vector position)
|-
|
| 1st parameter <code>f</code>
| Cartesian X coordinate
|-
|
| 2nd parameter <code>f</code>
| Cartesian Y coordinate
|-
|
| 3rd parameter <code>f</code>
| Cartesian Z coordinate
|-
| <code>/tracking/eye/LeftRightPitchYaw</code>
| <code>,ffff</code>
| Pitch and yaw for each eye individually
|-
|
| 1st parameter <code>f</code>
| Euler X angle for left eye
|-
|
| 2nd parameter <code>f</code>
| Euler Y angle for left eye
|-
|
| 3rd parameter <code>f</code>
| Euler X angle for right eye
|-
|
| 4th parameter <code>f</code>
| Euler Y angle right eye
|-
| <code>/tracking/eye/LeftRightVec</code>
| <code>,fff</code>
| Headset-local '''normalized''' vectors for each eye individually
|-
|
| 1st parameter <code>f</code>
| Cartesian X coordinate for left eye
|-
|
| 2nd parameter <code>f</code>
| Cartesian Y coordinate for left eye
|-
|
| 3rd parameter <code>f</code>
| Cartesian Z coordinate for left eye
|-
|
| 4th parameter <code>f</code>
| Cartesian X coordinate for right eye
|-
|
| 5th parameter <code>f</code>
| Cartesian Y coordinate for right eye
|-
|
| 6th parameter <code>f</code>
| Cartesian Z coordinate for right eye
|-
| <code>/tracking/vrsystem/head/pose</code> [[Open_Sound_Control#osc-defacto|&dagger;]]
| <code>,ffffff</code>
| The '''read-only''' system pose for the headset
|-
|
| 1st parameter <code>f</code>
| Cartesian X coordinate
|-
|
| 2nd parameter <code>f</code>
| Cartesian Y coordinate
|-
|
| 3rd parameter <code>f</code>
| Cartesian Z coordinate
|
| 4th parameter <code>f</code>
| Euler X angle
|-
|
| 5th parameter <code>f</code>
| Euler Y angle
|-
|
| 6th parameter <code>f</code>
| Euler Z angle
|-
| <code>/tracking/vrsystem/leftwrist/pose</code> [[Open_Sound_Control#osc-defacto|&dagger;]]
| <code>,ffffff</code>
| The '''read-only''' system pose for the left wrist (see <code>>.../head/pose</code> above)
|-
| <code>/tracking/vrsystem/rightwrist/pose</code> [[Open_Sound_Control#osc-defacto|&dagger;]]
| <code>,ffffff</code>
| The '''read-only''' system pose for the right wrist (see <code>>.../head/pose</code> above)
|}
==== Coordinates ====
The coordinate system used is generally the same as the left-handed Unity coordinate system.


=== Chatbox ===
For Cartesian coordinate vectors, distances are in meters of real-world space.
The chatbox can be controlled through OSC using <code>/chatbox/input</code> to send text messages (up to 144 characters) and <code>/chatbox/typing</code> to control the typing indicator.
* +X is right, -X is left
* +Y is up, -Y is down
* +Z is forward, -Z is backward
For Euler angle vectors, angles are in degrees and are applied in (ZXY) order internally when converting to a quaternion.
* +X is pitch down, -X is pitch up
* +Y is yaw right, -Y is yaw left
* +Z is roll left/counter-clockwise, -Z is roll right/clockwise


=== Avatar parameters ===
=== User Camera ===
OSC provides read and write access to avatar parameters, enabling real-time control of avatar expressions, animations, and custom behaviors. Parameters are accessed through <code>/avatar/parameters/<ParameterName></code> addresses and support integer, float, and boolean data types. Parameter names and behaviors are defined by individual avatar creators.
All [https://docs.vrchat.com/docs/vrchat-202533#osc-camera-endpoints User Camera] OSC endpoints are read-write unless otherwise specified.
 
{| class="wikitable"
! Address
! Type
! Description
!
|-
| <code>/usercamera/Mode</code>
| <code>,i</code>
| Camera mode
| 0: Off<br> 1: Photo<br> 2: Stream<br> 3: Emoji<br> 4: Multilayer<br> 5: Print<br> 6: Drone
|-
| <code>/usercamera/Pose</code>
| <code>,ffffff</code>
| Camera position & rotation
| '''read-only''' see <code>/tracking/vrsystem/head/pos</code> above
|}
==== Actions ====
{| class="wikitable"
! Address
! Type
! Description
!
|-
| <code>/usercamera/Close</code>
| <code>,T</code>
| Close camera <br> Equivalent to <code>/usercamera/Mode ,i 0</code>
| '''write-only''' see [[Open_Sound_Control#Buttons|buttons]]
|-
| <code>/usercamera/Capture</code>
| <code>,T</code>
| Take a photo
| '''write-only''' see [[Open_Sound_Control#Buttons|buttons]]
|-
| <code>/usercamera/CaptureDelayed</code>
| <code>,T</code>
| Take a timed photo
| '''write-only''' see [[Open_Sound_Control#Buttons|buttons]]
|}
==== Toggles ====
{| class="wikitable"
! Address
! Type
! Description
|-
| <code>/usercamera/ShowUIInCamera</code>
| <code>,T</code>
| UI mask
|-
| <code>/usercamera/LocalPlayer</code>
| <code>,T</code>
| Local Player mask
|-
| <code>/usercamera/RemotePlayer</code>
| <code>,T</code>
| Remote Players mask
|-
| <code>/usercamera/Environment</code>
| <code>,T</code>
| Environment mask
|-
| <code>/usercamera/GreenScreen</code>
| <code>,T</code>
| Greenscreen
|-
| <code>/usercamera/Lock</code>
| <code>,T</code>
| Camera lock
|-
| <code>/usercamera/SmoothMovement</code>
| <code>,T</code>
| Smoothed behavior
|-
| <code>/usercamera/LookAtMe</code>
| <code>,T</code>
| Look-At-Me behaviour
|-
| <code>/usercamera/AutoLevelRoll</code>
| <code>,T</code>
| Auto-level roll behavior
|-
| <code>/usercamera/AutoLevelPitch</code>
| <code>,T</code>
| Auto-level pitch behavior
|-
| <code>/usercamera/Flying</code>
| <code>,T</code>
| Flying
|-
| <code>/usercamera/TriggerTakesPhotos</code>
| <code>,T</code>
| Trigger takes photos
|-
| <code>/usercamera/DollyPathsStayVisible</code>
| <code>,T</code>
| Dolly path visiblity while animating
|-
| <code>/usercamera/AudioFromCamera</code>
| <code>,T</code>
| Audio from camera
|-
| <code>/usercamera/ShowFocus</code>
| <code>,T</code>
| Focus overlay
|-
| <code>/usercamera/Streaming</code>
| <code>,T</code>
| Spout stream
|-
| <code>/usercamera/RollWhileFlying</code>
| <code>,T</code>
| Roll while flying behavior
|-
| <code>/usercamera/OrientationIsLandscape</code>
| <code>,T</code>
| Image orientation
|}
==== Sliders ====
{| class="wikitable"
! Address
! Type
! Description
! Default
! Minimum
! Maximum
|-
| <code>/usercamera/Zoom</code>
| <code>,f</code>
| Zoom
| 45
| 20
| 150
|-
| <code>/usercamera/Exposure</code>
| <code>,f</code>
| Exposure
| 0
| -10
| 4
|-
| <code>/usercamera/FocalDistance</code>
| <code>,f</code>
| Focal distance
| 1.5
| 0
| 10
|-
| <code>/usercamera/Aperture</code>
| <code>,f</code>
| Aperture
| 15
| 1.4
| 32
|-
| <code>/usercamera/Hue</code>
| <code>,f</code>
| Greenscreen hue
| 120
| 0
| 360
|-
| <code>/usercamera/Saturation</code>
| <code>,f</code>
| Greenscreen saturation
| 100
| 0
| 100
|-
| <code>/usercamera/Lightness</code>
| <code>,f</code>
| Greenscreen lightness
| 60
| 0
| 50
|-
| <code>/usercamera/LookAtMeXOffset</code>
| <code>,f</code>
| 0
| -25
| 25
|-
| <code>/usercamera/LookAtMeYOffset</code>
| <code>,f</code>
| Look-At-Me Y offset
| 0
| -25
| 25
|-
| <code>/usercamera/FlySpeed</code>
| <code>,f</code>
| Fly speed
| 3
| 0.1
| 15
|-
| <code>/usercamera/TurnSpeed</code>
| <code>,f</code>
| Turn speed
| 1
| 0.1
| 5
|-
| <code>/usercamera/SmoothingStrength</code>
| <code>,f</code>
| Smoothing strength
| 5
| 0.1
| 10
|-
| <code>/usercamera/PhotoRate</code>
| <code>,f</code>
| Dolly photo capture rate
| 1
| 0.1
| 2
|-
| <code>/usercamera/Duration</code>
| <code>,f</code>
| Dolly duration
| 2
| 0.1
| 60
|}
 
=== Dolly ===
All [[Camera Dolly#OSC integration|Dolly]] OSC endpoints are write-only unless otherwise specified.
{| class="wikitable"
! Address
! Type
! Description
!
|-
| <code>/dolly/Import</code>
| <code>,s</code>
| Import dolly path from a JSON file
|
|-
| <code>/dolly/Export</code>
| <code>,s</code>
| Export current dolly path to a JSON file<br>Emits an OSC message when export is complete
|
|-
| <code>/dolly/ExportLocal</code>
| <code>,s</code>
| As above, but exports all points as local
|
|-
| <code>/dolly/PlayDelayed</code>
| <code>,f</code>
| Play an animation after a delay (in seconds)
|
|-
| <code>/dolly/Play</code>
| <code>,T</code>
| Play or stop an animation<br>Skip delay or cancel a delayed animation<br>Emits an OSC message when animation state changes
| '''read-write'''
|}
 
<big>Errata</big>
 
<span id="osc-defacto">'''&dagger;'''</span> ''Missing from the VRChat Docs page, but present in the client OSCQuery response''
 
<span id="osc-limbo">'''&Dagger;'''</span> ''Present on the VRChat Docs page, but missing from the client OSCQuery response''


== OSC ports ==
== OSC ports ==
VRChat uses two UDP ports for OSC communication on localhost (<code>127.0.0.1</code>):
VRChat uses [https://docs.vrchat.com/docs/osc-overview#vrchat-ports two UDP ports] for OSC communication and one TCP port for OSCQuery on localhost (<code>127.0.0.1</code>):
{| class="wikitable"
{| class="wikitable"
! Port
! Port
Line 31: Line 938:
! Purpose
! Purpose
|-
|-
| '''9000'''
| UDP '''9000'''
| Send → VRChat
| Send → VRChat
| Your application sends messages to VRChat
| Your application sends messages to VRChat
|-
|-
| '''9001'''
| UDP '''9001'''
| Receive ← VRChat
| Receive ← VRChat
| Your application receives messages from VRChat
| Your application receives messages from VRChat
|-
| TCP '''variable'''
| HTTP ↔ VRChat
| Your application gets OSCQuery data from VRChat
|}
|}
You can manually find the port numbers for these features by searching the current log file for a line that looks like <br><code>2025.01.02 03:04:05 Debug      -  Advertising Service VRChat-Client-A1B2C3 of type OSCQuery on 42069</code> or <br><code>2025.01.02 03:04:05 Debug      -  Advertising Service VRChat-Client-A1B2C3 of type OSC on 9000</code>


== Resources ==
== Resources ==
Line 44: Line 956:
* [https://docs.vrchat.com/docs/osc-overview OSC Overview] on the VRChat Documentation
* [https://docs.vrchat.com/docs/osc-overview OSC Overview] on the VRChat Documentation
* [https://github.com/Vidvox/OSCQueryProposal Full OSCQuery proposal] and how it functions while including example code
* [https://github.com/Vidvox/OSCQueryProposal Full OSCQuery proposal] and how it functions while including example code
* [https://tools.glowbuzzer.com/rotationconverter Euler angles visualizer] (the coordinate system is not exactly like Unity, so negate the '''Euler X angle''' and set the order to '''ZXY''')


==References==
==References==
{{reflist}}
{{reflist}}
[[Category:Features]]
[[Category:Features]]

Revision as of 07:30, 3 December 2025

OSC is a way to get different devices and applications to talk to each other. VRChat announced on February 16th 2022 OSC for avatars[1]. This feature is commonly used by body-, eye- and face trackers to communicate with VRChat, as well as by other applications that automate Avatar parameters.

OSCQuery

OSCQuery is a protocol to connect OSC applications together more easily. Information on how to connect with VRChat with OSCQuery is available on the VRChat OSCQuery GitHub Wiki. VRChat also provides a C# library on GitHub.

Some of the community made OSCQuery libraries:

OSC feature set

OSC enables control and monitoring of multiple systems within VRChat, including input controls, avatar parameters, chatbox functionality, and camera systems such as the Camera Dolly.

OSC messages

Many of VRChat's OSC endpoints can accept multiple values in one message, and each value must be one of certain types:

Name Type Description
int i 32-bit signed integer (big-endian)
float f 32-bit IEEE 754 single-precision float (big-endian)
boolean T or ,F Boolean true or false, respectively
string s ASCII text (some endpoints explicitly accept UTF-8 encoded text)

In an OSC message, the string specifying the types of the message's values begins with a , followed by one character for each type[2], and in the following tables, the type of the whole message is listed.

Sometimes, when an OSC message has only one parameter, VRChat may accept an equivalent value of a different type:

boolean int float
false 0 0.0
true 1 1.0

For example, if the Avatar parameter /avatar/parameters/TurboEncabulator is a boolean, sending any of
/avatar/parameters/TurboEncabulator ,T,
/avatar/parameters/TurboEncabulator ,i 1, or
/avatar/parameters/TurboEncabulator ,f 1.0 as a message will set the parameter to true.

VRChat accepts and processes messages sent inside of OSC bundles, but does not itself send any bundles.

Avatar

OSC provides read and write access to avatar parameters, enabling real-time control of avatar expressions, animations, and custom behaviors. Parameters are accessed through /avatar/parameters/<ParameterName> addresses and support integer, float, and boolean data types. Custom Avatar parameter names and behaviors are defined by individual avatar creators, but there are a number of reserved parameters. All Avatar custom OSC endpoints are read-write, but all Avatar reserved OSC endpoints are read-only unless otherwise specified.

Address Type Description
/avatar/change ,s read-write Current user avatar id
/avatar/parameters/VRCEmote ,i read-write Default animation (1 to 16) *
/avatar/parameters/VRCFaceBlendV ,f read-write *
/avatar/parameters/VRCFaceBlendH ,f read-write *
/avatar/parameters/PreviewMode ,i 1: Avatar in menu preview, otherwise 0 (OSC: always 0)
/avatar/parameters/IsOnFriendsList ,T Whether the local user is friends with the remote user with this avatar (OSC: always false)
/avatar/parameters/IsAnimatorEnabled ,T Whether the animator is enabled
Gesture
/avatar/parameters/GestureRightWeight ,f Weight for right hand gesture
/avatar/parameters/GestureLeftWeight ,f Weight for left hand gesture
/avatar/parameters/GestureRight ,i Right hand gesture[3]
/avatar/parameters/GestureLeft ,i Left hand gesture
Scaling
/avatar/parameters/ScaleModified ,T Whether the avatar scale has been changed from the default height
/avatar/parameters/ScaleFactor ,f Avatar current height / default height
/avatar/parameters/ScaleFactorInverse ,f Reciprocal of above (default height / current height)
/avatar/parameters/EyeHeightAsMeters ,f Avatar current eye height in meters
/avatar/parameters/EyeHeightAsPercent ,f Linear interpolation of avatar current eye height between default limits (e.g., 0.0: 0.2 meters, 0.5: 2.6 meters, 1.0: 5.0 meters)
Sound
/avatar/parameters/Viseme ,i The viseme currently shown[4]
/avatar/parameters/Voice ,f Microphone volume (0.0: silent, 1.0: loudest)
/avatar/parameters/Earmuffs ,T Whether the user has Earmuff Mode enabled
/avatar/parameters/MuteSelf ,T Whether the user has muted themselves
Player
/avatar/parameters/AFK ,T Whether the user is AFK
/avatar/parameters/InStation ,T Whether the user is in a station
/avatar/parameters/Seated ,T Duplicate of above, not "seated mode" vs. "standing mode"
/avatar/parameters/VRMode ,i 1: VR mode, otherwise 0
/avatar/parameters/TrackingType ,i Number of currently tracked points[5]
Positioning
/avatar/parameters/Grounded ,T Whether the user is touching the floor int the world
/avatar/parameters/Upright ,f Heuristic for how "upright" you are (0.0: prone, 1.0: standing straight up)
/avatar/parameters/AngularY ,f Rightward angular velocity
/avatar/parameters/VelocityX ,f Rightward velocity in m/s
/avatar/parameters/VelocityY ,f Upward velocity in m/s
/avatar/parameters/VelocityZ ,f Forward velocity in m/s
/avatar/parameters/VelocityMagnitude ,f Total magnitude of velocity: √( VelocityX ² + VelocityY ² + VelocityZ ² )

* technically not required/built-in, but these parameters are in the default animator and are almost always present

Input

OSC can trigger VRChat input actions by sending messages to /input/* addresses. This includes movement controls, view rotation, jumping, voice toggling, and VR-specific interactions. All Input OSC endpoints are write-only.

Axes

These expect a float from -1 to 1 to control things like movement. They must be reset to 0 when not in use: a /input/Vertical ,f 1 message without a corresponding /input/Vertical ,f 0 will continue to move you forward forever.

Address Type Description +1 -1
/input/Horizontal ,f Player movement right left
/input/Vertical ,f Player movement forward backward
/input/LookHorizontal ,f Player rotation * right left
/input/LookVertical ,f Player rotation up down
/input/SpinHoldCwCcw ,f Held item rotation clockwise counter-clockwise
/input/SpinHoldUD ,f Held item rotation up down
/input/SpinHoldLR ,f Held item rotation left right
/input/MoveHoldFB ,f Held item movement forward backward
/input/UseAxisRight ,f Held item use
/input/GrabAxisRight ,f Held item grab

Buttons

These expect an boolean of true for "pressed" and false for "released". For compatability, they also accept ints of 0 and 1, equivalent to false/"released" and true/"pressed" respectively. They must be reset to false when not in use: a /input/MoveForward ,T message without a corresponding /input/MoveForward ,F will continue to move you forward forever. They must also be reset to false before they can be used again: sending a /input/Jump ,T and then another /input/Jump ,T without a /input/Jump ,F between them will only result in a single jump.

Address Type Description
/input/MoveForward ,T Move forward
/input/MoveBackward ,T Move backward
/input/MoveLeft ,T Move left
/input/MoveRight ,T Move right
/input/LookLeft ,T Turn left *
/input/LookRight ,T Turn right *
/input/Jump ,T Jump (if supported by the world)
/input/Run ,T Run (if supported by the world)
/input/ComfortLeft ,T Snap-Turn to the left (VR only)
/input/ComfortRight ,T Snap-Turn to the right (VR only)
/input/GrabRight ,T Grab item highlighted by right hand
/input/UseRight ,T Use item held in right hand
/input/DropRight ,T Drop item held in right hand
/input/GrabLeft ,T Grab item highlighted by left hand
/input/UseLeft ,T Use item held in left hand
/input/DropLeft ,T Drop item held in left hand
/input/PanicButton ,T Enable Safe Mode
/input/QuickMenuToggleLeft ,T Toggle Quick Menu for left hand
/input/QuickMenuToggleRight ,T Toggle Quick Menu for right hand
/input/ToggleSitStand ,T Toggle between Sitting and Standing
/input/AFKToggle ,T Toggle AFK mode
/input/Voice ,T Toggle Microphone (in Push-To-Talk Mode, false = "muted" and true = "unmuted")
/input/ShowDebugInfo1 ,T Displays information about loaded asset bundles (mostly irrelevant to world development)
/input/ShowDebugInfo2 ,T Displays the current build of VRChat that you are using, along with your FPS
/input/ShowDebugInfo3 ,T Displays your output log
/input/ShowDebugInfo4 ,T Displays various stats about other users
/input/ShowDebugInfo5 ,T Displays some graphs related to networking
/input/ShowDebugInfo6 ,T Displays all the networked objects in your world, along with various stats
/input/ShowDebugInfo7 ,T Overlays visual representations of every PhysBone and Contact in the world near the local player
/input/ShowDebugInfo8 ,T Overlays a panel on top of every synced object in the world; ach panel displays various stats about that specific object
/input/ShowDebugInfo9 ,T Displays debug stats for every player in the instance at their feet

The /input/ShowDebugInfo[1-9] endpoints are for World Debug Views

* smooth-turn in Desktop; will snap-turn in VR when value 1 or true if Comfort Turning is on

only accessible to the world creator unless they have turned on "World Debugging" via the website

Chatbox

Address Type Description
/chatbox/input ,sTT Set Chatbox content
1st parameter s Text to input/send (144 character, 9 line maximum; supports UTF-8 text)
2nd parameter T Whether to send immediately, otherwise open the keyboard and populate the text
3rd parameter T Whether to trigger the notification SFX (optional, defaults to true; only applicable if text is sent immediately)
/chatbox/typing ,T Set Chatbox typing indicator visibility (the ...)

Tracking

All Tracking and Eye Tracking OSC endpoints are write-only unless otherwise specified. Sending the /tracking/trackers/head/... values is optional; if supplied, VRChat will use them as the frame of reference for the other OSC trackers. After 10 seconds without receiving data, eye tracking behavior will revert to default (auto look / auto blink). This timeout is separate for eyelids and eye-look.

Address Type Description
/tracking/trackers/[1-8]/position ,fff The position of the tracker
1st parameter f Cartesian X coordinate
2nd parameter f Cartesian Y coordinate
3rd parameter f Cartesian Z coordinate
/tracking/trackers/[1-8]/rotation ,fff The rotation of the tracker
1st parameter f Euler X angle
2nd parameter f Euler Y angle
3rd parameter f Euler Z angle
/tracking/trackers/[1-8]/position ,fff The position of the headset (see .../position above)
/tracking/trackers/[1-8]/rotation ,fff The rotation of the headset (see .../rotation above)
/tracking/eye/EyesClosedAmount ,f How closed the eyes are (0.0: fully open, 1.0: fully closed)
/tracking/eye/CenterPitchYaw ,ff Pitch and yaw for automatic raycast (eyes look at hit location)
1st parameter f Euler X angle
2nd parameter f Euler Y angle
/tracking/eye/CenterPitchYaw ,ff Pitch, yaw, and distance for raycast (eyes look at vector position)
1st parameter f Euler X angle
2nd parameter f Euler Y angle
3rd parameter f Raycast distance
/tracking/eye/CenterVec ,fff Headset-local normalized vector for automatic raycast (eyes look at hit location)
1st parameter f Cartesian X coordinate
2nd parameter f Cartesian Y coordinate
3rd parameter f Cartesian Z coordinate
/tracking/eye/CenterVecFull ,fff Headset-local vector for raycast (eyes look at vector position)
1st parameter f Cartesian X coordinate
2nd parameter f Cartesian Y coordinate
3rd parameter f Cartesian Z coordinate
/tracking/eye/LeftRightPitchYaw ,ffff Pitch and yaw for each eye individually
1st parameter f Euler X angle for left eye
2nd parameter f Euler Y angle for left eye
3rd parameter f Euler X angle for right eye
4th parameter f Euler Y angle right eye
/tracking/eye/LeftRightVec ,fff Headset-local normalized vectors for each eye individually
1st parameter f Cartesian X coordinate for left eye
2nd parameter f Cartesian Y coordinate for left eye
3rd parameter f Cartesian Z coordinate for left eye
4th parameter f Cartesian X coordinate for right eye
5th parameter f Cartesian Y coordinate for right eye
6th parameter f Cartesian Z coordinate for right eye
/tracking/vrsystem/head/pose ,ffffff The read-only system pose for the headset
1st parameter f Cartesian X coordinate
2nd parameter f Cartesian Y coordinate
3rd parameter f Cartesian Z coordinate 4th parameter f Euler X angle
5th parameter f Euler Y angle
6th parameter f Euler Z angle
/tracking/vrsystem/leftwrist/pose ,ffffff The read-only system pose for the left wrist (see >.../head/pose above)
/tracking/vrsystem/rightwrist/pose ,ffffff The read-only system pose for the right wrist (see >.../head/pose above)

Coordinates

The coordinate system used is generally the same as the left-handed Unity coordinate system.

For Cartesian coordinate vectors, distances are in meters of real-world space.

  • +X is right, -X is left
  • +Y is up, -Y is down
  • +Z is forward, -Z is backward

For Euler angle vectors, angles are in degrees and are applied in (ZXY) order internally when converting to a quaternion.

  • +X is pitch down, -X is pitch up
  • +Y is yaw right, -Y is yaw left
  • +Z is roll left/counter-clockwise, -Z is roll right/clockwise

User Camera

All User Camera OSC endpoints are read-write unless otherwise specified.

Address Type Description
/usercamera/Mode ,i Camera mode 0: Off
1: Photo
2: Stream
3: Emoji
4: Multilayer
5: Print
6: Drone
/usercamera/Pose ,ffffff Camera position & rotation read-only see /tracking/vrsystem/head/pos above

Actions

Address Type Description
/usercamera/Close ,T Close camera
Equivalent to /usercamera/Mode ,i 0
write-only see buttons
/usercamera/Capture ,T Take a photo write-only see buttons
/usercamera/CaptureDelayed ,T Take a timed photo write-only see buttons

Toggles

Address Type Description
/usercamera/ShowUIInCamera ,T UI mask
/usercamera/LocalPlayer ,T Local Player mask
/usercamera/RemotePlayer ,T Remote Players mask
/usercamera/Environment ,T Environment mask
/usercamera/GreenScreen ,T Greenscreen
/usercamera/Lock ,T Camera lock
/usercamera/SmoothMovement ,T Smoothed behavior
/usercamera/LookAtMe ,T Look-At-Me behaviour
/usercamera/AutoLevelRoll ,T Auto-level roll behavior
/usercamera/AutoLevelPitch ,T Auto-level pitch behavior
/usercamera/Flying ,T Flying
/usercamera/TriggerTakesPhotos ,T Trigger takes photos
/usercamera/DollyPathsStayVisible ,T Dolly path visiblity while animating
/usercamera/AudioFromCamera ,T Audio from camera
/usercamera/ShowFocus ,T Focus overlay
/usercamera/Streaming ,T Spout stream
/usercamera/RollWhileFlying ,T Roll while flying behavior
/usercamera/OrientationIsLandscape ,T Image orientation

Sliders

Address Type Description Default Minimum Maximum
/usercamera/Zoom ,f Zoom 45 20 150
/usercamera/Exposure ,f Exposure 0 -10 4
/usercamera/FocalDistance ,f Focal distance 1.5 0 10
/usercamera/Aperture ,f Aperture 15 1.4 32
/usercamera/Hue ,f Greenscreen hue 120 0 360
/usercamera/Saturation ,f Greenscreen saturation 100 0 100
/usercamera/Lightness ,f Greenscreen lightness 60 0 50
/usercamera/LookAtMeXOffset ,f 0 -25 25
/usercamera/LookAtMeYOffset ,f Look-At-Me Y offset 0 -25 25
/usercamera/FlySpeed ,f Fly speed 3 0.1 15
/usercamera/TurnSpeed ,f Turn speed 1 0.1 5
/usercamera/SmoothingStrength ,f Smoothing strength 5 0.1 10
/usercamera/PhotoRate ,f Dolly photo capture rate 1 0.1 2
/usercamera/Duration ,f Dolly duration 2 0.1 60

Dolly

All Dolly OSC endpoints are write-only unless otherwise specified.

Address Type Description
/dolly/Import ,s Import dolly path from a JSON file
/dolly/Export ,s Export current dolly path to a JSON file
Emits an OSC message when export is complete
/dolly/ExportLocal ,s As above, but exports all points as local
/dolly/PlayDelayed ,f Play an animation after a delay (in seconds)
/dolly/Play ,T Play or stop an animation
Skip delay or cancel a delayed animation
Emits an OSC message when animation state changes
read-write

Errata

Missing from the VRChat Docs page, but present in the client OSCQuery response

Present on the VRChat Docs page, but missing from the client OSCQuery response

OSC ports

VRChat uses two UDP ports for OSC communication and one TCP port for OSCQuery on localhost (127.0.0.1):

Port Direction Purpose
UDP 9000 Send → VRChat Your application sends messages to VRChat
UDP 9001 Receive ← VRChat Your application receives messages from VRChat
TCP variable HTTP ↔ VRChat Your application gets OSCQuery data from VRChat

You can manually find the port numbers for these features by searching the current log file for a line that looks like
2025.01.02 03:04:05 Debug - Advertising Service VRChat-Client-A1B2C3 of type OSCQuery on 42069 or
2025.01.02 03:04:05 Debug - Advertising Service VRChat-Client-A1B2C3 of type OSC on 9000

Resources

References