Debug Menu

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Debug Menus

World Debug Console

This console is used to debug your worlds in-game.

  • In order to access you must add the launch parameter --enable-debug-gui.
  • Press Rshift + Tilde + 1-9 with the number corresponding to the menu number you want.

Debug Menu 1

Debug menu 1 displays information about your connection to the VRChat API.

Screenshot of World Debug Menu 1

Debug Menu 2

Debug menu 2 displays information about the build of VRChat you are using, also shows your fps.

Screenshot of World Debug Menu 2

Debug Menu 3

Debug menu 3 displays your output log.

For additional information you can use two launch parameters.

  • --enable-sdk-log-levels
  • --enable-udon-debug-logging
Screenshot of World Debug Menu 3

Debug Menu 4

Debug menu 4 displays stats about users.

  • M: Whether or not the user is the master of the instance
  • L: Whether or not the user is the local player
  • VR: Whether or not the user is in VR
  • Group: The current group that the user is in. Grouping in this context is an internal networking system used to combine multiple objects together by distance so that their data can be sent together.
  • Ping: The user's ping
  • Intrvl: The amount of time between the user sending synced data about themselves.
  • D: The current delay.
Screenshot of World Debug Menu 4

Debug Menu 5

Debug menu 5 displays graphs related to networking.

Screenshot of World Debug Menu 5
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Debug Menu 6

Debug menu 6 displays all networked objects in the world. Showing networking stats of that object.

  • Name: GameObjects name.
  • Owner: The playerid of the owner of the object.
  • Group: The current group that this object is in. Grouping in this context is an internal networking system used to combine multiple objects together by distance so that their data can be sent together.
  • Sleeping: Whether or not the object is sleeping. Only objects with VRCObjectSync can sleep. Sleeping causes the object to stop transmitting data.
  • Delay: The current delay of this object between the owner and the viewer.
  • Size: The current number of bytes per serialization of this object. Every time it needs to sync, it will send this many bytes.
  • Bps: A rough approximation of how many bytes per second this object is using up.
  • Since Last: A running counter of how long it has been since the last time this object has sent data.
  • Interval: A rough approximation of how many times this object tries to sync per second.
Screenshot of World Debug Menu 6

Debug Menu 7

Debug menu 7 displays the same information as 6, but sorts the objects from highest networking impact to least.

Debug Menu 8

Debug menu 8 displays a panel on top of every synced object in the world. Each panel displays stats about that object.

  • P: Ping of the owner
  • Q: Quality of the data (100% is no dropped packets)
  • O: PlayerID of the owner of the object
  • G: The current group that this object is in. Grouping in this context is an internal networking system used to combine multiple objects together by distance so that their data can be sent together.
  • Held: Whether or not this object is held, if it is a pickup
  • Status: Displays various things about what this object is doing, such as Should Sleep, Player, Held, or Discontinuity
Screenshot of World Debug Menu 8

Debug Menu 9

Debug menu 9 displays a panel near users to display their networking stats.

Screenshot of World Debug Menu 9

Avatar Debug Console

Displays information about your currently warn avatar's animator, and other settings. This Console can be found in the Action Menu in Options>Avatar>Debug To navigated up and down you can press Page Up to scroll up, and Page Down to scroll down.

  • Left column: lists the avatars parameters.
    • Parameter: name of the parameter.
    • Type: What variable type the parameter is. Available types are Bool, Float, and Int.
    • Value: Their current value.
  • Center column: contains 3 sections.
    • Tracking control: shows if the parts of the avatars body has IK enabled or disabled.
      • Name: name of the avatars body part.
      • Value: what type of tracking its using. Either tracking the Ik, or an animation.
    • Animation Controllers: Shows the current weight of the avatars Playable Layers.
    • Miscellaneous:
  • Right column: Lists all the layers for each Playable Layer and their current weight and state.

Avatar Dynamics Overlay

These options allow you to visualize Avatar Dynamics features like PhysBones, and Contacts. These options can be found in the Action Menu in Options>Avatar>Avatar Overlay

  • None: Turns off all the Overlays.
  • Physbones Proximity: visualizes Physbones near your hands.
  • Physbones: visualizes Physbones on all avatars.
  • Contacts: shows all contacts on avatar and their current contact state.

Video example

OSC Debug Console