Sticky Surface
A demo scene where a variety of pickups stick to targets using a script that detects collision to switch kinematic on and off.
ViewBrowse UdonSharp scripts, reusable Udon systems, official VRChat Udon references, networking guidance, persistence notes, and beginner-friendly world scripting examples.
Use UdonSharp when you are comfortable reading small C# scripts or want reusable code. Use Udon Graph when a visual node setup is enough for a small behavior.
If the result only affects one player, keep it local. If everyone needs to see the same state, decide between a network event, a synced variable, ownership transfer, or persistence.
Ownership matters when one client is allowed to write or synchronize state for an object. Check ownership before debugging synced variables or shared interactions.
Use persistence for saved preferences, scores, unlocks, progress, or per-player objects that need to survive beyond the current instance.
No. ClientSim is useful for fast editor checks, but multiplayer, platform behavior, and final SDK behavior still need VRChat testing before release.
Use a prefab when you understand its setup requirements. If the concept is new, build one small local or synced example first so you know what the prefab is solving.
A demo scene where a variety of pickups stick to targets using a script that detects collision to switch kinematic on and off.
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Udon2048 - U#-Based 2048 Port is a VRChat creator asset from Paci Stardust on Booth. Check the original listing for current files, setup notes, compatibility, and license details before importing.
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A collection of starter scripts, shaders, and editor scripts to beginner developers.
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Raycast Laser is a VRChat creator asset from Pokeyi on GitHub. Check the original listing for current files, setup notes, compatibility, and license details before importing.
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Network-synced object spawner & controller for VRChat. Spawn and manage movement of multiple objects simultaneously synchronized to all players.
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