DateTrigger is a free UdonSharp utility for animating world objects based on local or VRChat server date and time.
Original source: GitHub by N1ghtTheF0x. DateTrigger animates game objects based on local system time or VRChat server time, which makes it useful for seasonal decorations, event displays, date-gated effects, and time-aware world changes.
Check the original listing and publisher documentation for package files, install instructions, and current compatibility details. Publisher notes: UdonSharp Required.
Original Listing: GitHub SDK Note: SDK3 World, UdonSharp Documentation: DateTrigger setup notes Demo / Preview: https://vrchat.com/home/world/wrld_f842fa97-4907-43ff-8633-626beee5f92e Submitted by: N1ghtTheF0x
Category: Utility Tools
DateProvider component to read local or VRChat server time.DateTrigger components to check configured date or time ranges.| Use Case | Why It Fits |
|---|---|
| Seasonal decorations | Automatically show holiday props during a date range. |
| Event signage | Switch a sign or display based on scheduled days. |
| Time-of-day variants | Trigger animator states based on server or local time checks. |
| Limited-time game states | Let a world react to a date window without manually uploading a new build. |
The publisher's documentation describes a provider-and-trigger setup:
DateProvider.DateProvider component and choose the time source.DateTrigger.DateTrigger component.DateProvider object.The publisher also notes that one DateProvider is usually enough. Avoid setups where the Animator disables the provider or trigger objects that the system needs in order to keep running.
Inclusive and exclusive range checks matter for boundary times. If a range starts at 6, an inclusive check can include 6, while an exclusive check can ignore that boundary. Test the exact start and end values you plan to use, especially for event-day transitions.
Use server or networking time when players should see the same world state. Local system time can be useful for specific experiments, but it can vary between players.
Import the prefab or script into a throwaway test scene before adding it to a live world. Confirm inspector references, ownership behavior, sync, triggers, UI hooks, and audio or object links before moving it into the production scene.
Listing Details
Import Notes