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What's new

What each build added or fixed, newest first. LAS updates itself, so the newest build here is the one you get at the next launch.

Switch your base to another of its editions from its card, update an avatar’s name, description and picture without a rebuild, and creator switches that hide clothes when turned on are now taken over the right way round. This version also fixes a problem that could write over files you changed, and makes installing and starting Unity more reliable.

Many bases come in several editions, like a separate kisekae edition or SFW and NSFW packages. A base card in the Studio now has a menu with Choose version…, which opens Which version? with the edition you wear now already picked. The menu item only shows for a base that comes in more than one edition.

Before it switches, LAS checks the new edition. If some of your settings are on parts that edition doesn’t have, such as hidden parts, physics, Morph and Style settings or abilities, it lists them first, and you choose Switch or Cancel. If LAS can’t check an edition ahead of time, it says so. The switch is one step in your history, so a single Undo brings every setting back, and when the other edition came from another package, Undo brings the earlier package back too.

When nothing about your avatar has changed since its last upload, the upload wizard now shows Details-only update. LAS sends only the name, description, visibility and picture to VRChat and skips the rebuild, and the button reads Agree and update details. That is much quicker than a full upload. If you changed something in Unity yourself, tick Rebuild and upload the whole avatar instead. LAS also checks again right before it sends, and does a full upload if anything changed.

Using Try it no longer turns the next upload into a full rebuild when Try it only saved files again exactly as they were.

After you update LAS, the first upload of each avatar is a full one, and it can take a little longer while LAS records the avatar’s files.

Creator switches that work the other way round

Section titled “Creator switches that work the other way round”

Some creators make “toggle to take off” switches, where turning the switch on hides the piece. Uruki, Komano, Anon, Chiffon, Milltina and Moe have some, and so do outfits like FlexiStyle on Shinano. When LAS took over one of these switches for Base clothing or for one of your abilities, it drove it backwards, so the piece showed when it should hide and hid when it should show. Now LAS takes these switches over the right way round once it can prove which way they work.

Avatars you already made get their switches updated once, on their own. Until that has happened, the greyed-out upload button says “LAS needs to update this avatar’s switches once before uploading.” and Apply pending changes does it right away. Upload the avatar again so other players see the fix too.

  • A switch you take over now works even when VRCFury moves it onto a “Next” page of a full menu. Before, your ability did nothing for it in game, and the creator’s switch stayed in the menu.
  • Menus, switches and pieces the upload leaves out, such as a GoGo Loco you switched off in LAS, no longer show in Abilities, count toward the avatar’s synced parameters or get taken over.

This version fixes a problem that could lose your work. When LAS put an item on or brought in its materials download, it could unpack the item’s whole package again, which put the original files back over materials you or LAS had changed in the item’s folder. Now, when LAS brings in an item’s files on its own, it never writes over a file that is already in your Unity project and only brings in the files that are missing. If you moved an item’s folder inside your project, LAS stops and names the folder instead of writing over the moved files.

If a file a worn item needs was deleted from your project, like its model or a texture, LAS now puts back just the missing files from the item’s own download and carries on, instead of asking you to import the item again.

When Unity fails to unpack an item, or finishes without the files LAS needs, putting it on now stops as soon as LAS can tell and says what went wrong, instead of after a 30 minute wait. LAS also takes back out any files the failed attempt left behind.

Some items ship scripts that need something your project doesn’t have. Unity then asks whether to enter Safe Mode, and that question used to stop everything until you answered it. LAS now answers it for you, opens the project anyway to find out which item is at fault, and names it when it can.

  • If the scripts came with an item LAS was just bringing into the project, LAS asks whether to Remove it or Keep it. Remove takes out only the files that item added, then tries again.
  • If your avatar is wearing the item, choose Take it off and remove it. LAS takes it off first, then removes only its own files. If other parts of your project still use those files, LAS leaves the item as it is and says so. This works for items put on with this version or later. For items worn before, Show it opens their folder.
  • If the broken scripts are in a package LAS installs, Repair packages installs LAS’s copy of it again. Changes you made to that package are lost.
  • If the errors are in a folder no item claims, Show it opens it. If they are in the base itself, the message explains that LAS can’t take a base off, and points you to New avatar on Home, or Delete avatar there if you don’t need this one.
  • Installing Unity now shows how far along it is, like “Downloading Unity: 0.6 GB of about 2.6 GB”, with how long it has run and about how long is left. If it stops moving for several minutes, LAS says so and offers Keep waiting, plus Try again while it is still downloading.
  • Setup now rides out a short network drop, or a file your antivirus holds for a moment, and tries again on its own. When it still fails, the message says why: a full drive, a file that stayed locked, a Windows permission prompt that was declined, or a Unity that Unity Hub says is already installed.
  • If Unity’s Package Manager is missing from your PC, most often because an antivirus program removed it, LAS says “Unity needs reinstalling” and offers to remove that copy and install Unity again with the same setup step.
  • If Unity can’t download the packages your project needs, or you quit Unity from one of its own windows, LAS now says which happened and offers Try again.
  • If Windows is restarting or signing out while Unity opens, LAS no longer starts Unity again or offers a problem report.
  • Switching or deleting an avatar while LAS is still changing, exporting or copying it in Unity now waits with “Still working” instead of stopping Unity partway through. Closing LAS at that moment warns that the change will stop before it finishes. When LAS itself closes a Unity that is still starting, that is no longer treated as a problem.
  • The floating VRChat SDK panel is no longer mistaken for a question Unity is asking at startup, so Show it on the “Unity is asking something” message brings up the right window.
  • In rare cases, closing or switching an avatar could close LAS along with its Unity. That is fixed.

Before Unity opens an avatar, LAS now checks the drive the avatar is on. Opening needs about 5 GB of free space the first time and about 2 GB after that. If the drive is short, “Not enough free space” names the drive and how much is free, with Try again, Open anyway and Cancel. Dialogs that start Unity, like the upload wizard’s agreement step or the ability editor, ask the same question inside the dialog. When Unity shows its own low disk space warning, LAS’s message names the drive and the space needed the same way.

  • Particle effects now count toward material slots the way VRChat counts them. When an avatar has too many particles, LAS caps effects at the number of particles they can actually show at once, so they look exactly the same. When VRChat’s limit needs it, effects that stay off until you switch them on are left out of the upload before any outfit piece, and the result names them.
  • When material slots hold the avatar’s rank back, the mesh merge can now also fold clothing pieces that share materials, and the result says so. Their toggles keep working.
  • When another stat, like physics colliders, keeps the avatar at Very Poor whatever the upload does, LAS now skips the triangle cut and keeps every triangle and outfit piece, since cutting them would gain nothing. The upload wizard says so before you agree, and the result says it again.
  • Reduce mesh detail now tries its cut first and spares pieces the cut would ruin where it can, including small ones like the fur inside Ukon’s ears.

Version 0.8.2 brought this to most of the Studio and Settings. Now the rest of LAS does it too: Home, the Library, the store, the upload wizard, News, and the update and contact messages. Hover over a greyed-out control to see why it can’t be pressed, for example “Type a name for your avatar first.” in the upload wizard.

  • A Booth page title that includes the shop’s name no longer misleads LAS. For example, the Lumina base sold by EXTENSION CLOTHING is no longer taken for an outfit.
  • Color words in page titles, like LimeGreen or ミント色, no longer name the bases Lime or Mint.
  • A base LAS doesn’t know yet is only filed as a similar base it does know when the two bodies match almost exactly. Otherwise it goes to review, where LAS offers to add it.
  • A base LAS knows opens its review as a base even when its page title reads like clothing, as Ukon Mk-II’s does.
  • Koyuki is now recognized by its Japanese name 狐雪, and an avatar named 小雪 is no longer taken for it. Chalo is recognized as シャロ too.
  • A base that comes as a scene now sets up even when its avatar’s name starts with a bracket or another symbol. When a scene holds several avatars, LAS asks “Which avatar?” with the list Unity found.
  • Changing an item’s type to Base now picks the avatar model inside it. If nothing in an item is set up as a VRChat avatar, LAS warns before Unity starts, and offers Try anyway in case you set it up yourself.
  • When a busy Unity cuts a reply short, Transform reads again on its own instead of showing an error bar right away, and Unity no longer cuts those replies off.
  • When Try it can’t build the avatar because VRCFury is missing files from a package LAS doesn’t fetch yet, the message names that package. Try it’s own messages now say “Try it” instead of “Preview failed”.
  • Closing LAS while a Studio panel was still loading could crash it. That is fixed.
  • If you replace an item in Unity yourself with a different item of the same name, LAS no longer puts the first item’s changes onto the new one.
  • While the update message switches between the standard and beta tracks, its button stays greyed out, so a second download can’t start over the first.

Fixes creator switches that LAS takes over on avatars like Shinano, which could stop syncing to other players after an upload. Deleting an ability now asks about the pieces it kept hidden, and most greyed-out controls in the Studio and Settings say why.

Creator switches stay in sync for other players

Section titled “Creator switches stay in sync for other players”

Many avatars, like Shinano, come with the creator’s own switches for their clothes. When your outfit switch, or an ability whose creator switch you hid, uses a piece one of those switches controls, LAS takes that switch over and drives it for you. Uploading such an avatar could then stop that switch from syncing, so the piece changed for you in game but not for other players. Now LAS keeps it synced. Upload the avatar again to fix it for other players.

If keeping it synced would take the avatar past VRChat’s limit of 256 bits of synced parameters, or LAS can’t read the avatar’s parameters, LAS animates the piece directly instead, the way it already does for creator switches that work backwards.

An ability that is off by default keeps its piece hidden when the avatar loads. If you took that outfit off and put it, or another colorway of it, back on, the piece could come back still hidden but without the ability that shows it, so it uploaded invisible. Now, when you put the outfit back on, a piece that no ability shows anymore goes back to how the outfit’s creator set it up.

Deleting an ability asks about hidden pieces

Section titled “Deleting an ability asks about hidden pieces”

When you delete an ability, or a menu holding one, in the Abilities panel and it was the only thing keeping some pieces hidden when the avatar loads, LAS now asks first, since nothing in the menu would show them anymore. Choose Show the pieces to bring them back, Keep them hidden, or Cancel. With one piece, the buttons read Show the piece and Keep it hidden.

In 0.8.1, the Outfit switch button was the first to say why it was greyed out. Now most greyed-out controls in the Studio, its panels and windows, and Settings tell you why when you hover over them, for example “There is nothing to undo yet.” on Undo, or what to wait for while Unity is busy. The note under the upload button names the reason too.

  • Some outfits come with their own switch that shows or hides the whole outfit. When you put one of those outfits in your outfit switch, LAS now takes its own switch out of the menu when it can, so the two can’t fight in game. The outfit switch window names those switches, and they come back when the outfit leaves the outfit switch, when you take the outfit off, or when you remove the outfit switch.
  • An outfit with a # or a backslash in its name is now found correctly by the outfit switch, abilities, uploads and the wardrobe. Before, LAS could mix it up with another outfit of a similar name.
  • Try it now applies which pieces show when the avatar loads before the test starts, so the test matches your latest ability changes.

Fixes outfit switches on avatars whose creator ships their own clothing toggles, like Shinano, where Base clothing could stop your abilities from syncing. Greyed-out buttons start saying why, and the free plan’s avatar limit now explains itself before a copy, an import or a lighter version.

Many avatars, like Shinano, come with the creator’s own switches for their clothes. In 0.8.0, putting Base clothing in an outfit switch on one of those avatars could stop your abilities from syncing, because the creator’s switches still controlled the same parts. Now LAS hides the creator’s matching switches from the menu for you when it makes the switch, so Base clothing is the one in control.

  • The outfit switch window lists the base parts that come back with Base clothing, each with a checkbox. Untick a part to keep it hidden. The window also names the creator’s switches that leave the menu.
  • In the Abilities panel, a switch hidden this way reads “Controlled by your toggle: Base clothing”. It comes back when you remove the outfit switch or untick its parts. Switches you hid yourself stay hidden.
  • An avatar already stuck from 0.8.0 fixes itself the next time its abilities sync. Opening it is enough.

If you take off the outfit your switch loads in and put on another colorway of it, that colorway is the one the avatar loads in again. Before, the switch kept loading in whichever choice it had moved to, like Base clothing.

Some creator switches work backwards: switching them on hides the piece. When your own toggle uses a piece one of those switches controls, LAS now animates the piece directly, so your toggle isn’t inverted in game.

When an ability can’t sync because a creator’s switch still controls one of its pieces, the message now names the ability and every switch in the way, in the Abilities panel, in Try it and everywhere else it shows. Hide those switches or unpick the pieces, then sync again.

Greyed-out buttons are starting to tell you why when you hover over them. The first is the Outfit switch button in the Abilities panel, which says, for example, “Wear one more outfit to make an outfit switch.” or that your abilities are still applying. In the outfit switch window, a greyed-out Make the switch or Update the switch says what to tick next. The reason also shows when you tap the button or reach it with the keyboard, and screen readers read it out.

  • If the VRChat avatar you uploaded to was deleted, LAS makes a new one on your next upload. The result now reads “Your avatar is on VRChat!” instead of saying it was updated, since it is a new avatar.
  • For an avatar first uploaded before 0.8.0, that new avatar now gets the name the upload wizard showed you, instead of the name of the avatar in the scene, and LAS remembers it for next time.
  • Updating an avatar first uploaded before 0.8.0 without changing its name now learns its current name on VRChat, so the next upload offers that name.
  • The outfits an outfit switch hides now keep their physics on upload. Before, the upload’s PhysBone trim could strip their PhysBones.

On the free plan, when your library is full, Make a copy, importing an avatar and Also upload a lighter version now first show “Your free slots are full”. So does Update the lighter version when that lighter version is past the limit and view only. The window says how many avatars the free plan holds and why this one doesn’t fit. Choose See plans to open the plans, or Cancel to leave everything as it is.

  • When you import an outfit made for several bases while an avatar is open, LAS now picks that avatar’s base in cases it used to leave undecided, like the outfits made for Komado’s shared body, VRSuya’s feet or kigurumi made for two bases. Accessories made for several bases work the same way.

Turn your worn outfits into one in-game outfit switch, upload a lighter version of your avatar aimed at Medium or Good, make a copy that uploads as its own VRChat avatar, and swap one outfit for another in one step. LAS also recognizes more Booth bases and gets Unity started more reliably.

When you wear two or more outfits, the Wardrobe shows Switch between these outfits in game, and the Abilities panel has an Outfit switch button. Both open the same window: check the outfits you want and press Make the switch. LAS adds an “Outfits” menu with one entry per outfit, and in VRChat turning one outfit on turns the others off. Your avatar loads in the outfit you wore last, and you can change that in the ability afterwards. If you hid parts of the base’s own clothes, a “Base clothing” entry can bring them back.

The window also says what it costs. Every outfit in the switch stays in the upload and counts toward your performance rank, which can push the avatar to Very Poor. While Unity is open, the window also shows your avatar’s current rank. Making the switch again later updates the same menu instead of adding a second one.

After a successful upload, the result now offers Also upload a lighter version, aimed at VRChat’s Medium or Good rank. It only offers the ranks above the one your upload reached, so an avatar that is already Good gets no offer.

LAS makes a copy with “(Lite)” after its name, opens it, and brings up its upload wizard with every optimization switched on so each one stops at that rank’s limits. The copy uploads as its own VRChat avatar, so the full version stays as it is. When the upload finishes, the result shows the full version’s rank beside the lighter version’s. If the lighter version misses the rank you picked, it names the stats that held it back, and you can Keep it or Delete the copy. Some stats, like bones or texture memory, have no optimization in LAS yet, so the result can land lower than you asked for.

The next time you upload the full version, the offer reads Update the lighter version and opens the copy you already made instead of making another one.

Each avatar on Home has Make a copy in its menu. The copy gets “(copy)” after its name, and its first upload makes a new VRChat avatar, so the original is never replaced. The confirmation says roughly how much disk space the copy needs, including what Unity adds the first time it opens.

Importing an avatar that is already in your library now works the same way. Before this version, uploading such an import could replace the original avatar on VRChat. Now the import is a separate copy and its first upload makes a new avatar.

  • If two avatars in your library already share one VRChat avatar (from an import made with an older version), uploading asks once whether to Keep updating it or Make a new one.
  • An update keeps the name your avatar last uploaded under, instead of going back to the project’s name.

Putting on an outfit while another is worn now asks “Replace A with B?”. Swap is the default, so pressing Enter takes the old outfit off and puts the new one on as one step, and a single Undo puts the old one back. For pieces that layer, like a top with a skirt or a jacket over a dress, choose Wear both. Hair, accessories and outfits in an outfit switch never ask. If the swap fails part way, the old outfit goes back on.

Which pieces? now pre-checks the pieces you picked last time for that item on the same base, so putting the same color on again is one Enter.

Changing to another colorway of the same item now keeps what you set up on the first one. Taking it off remembers its shape keys, the parts you hid in Equipped, your Transform edits, physics presets, attachments and the abilities that used it. Putting on another colorway of the same item on the same base brings each one back where the new colorway has the same part. When taking an item off would delete abilities, the confirmation says they come back if you put on another colorway of this item.

  • LAS knows eight more Booth bases: Eyo, Imeris, Merino, Runa, Raruh, Zome, Liloumois and Kuuta. Ukon Mk-II is now recognized by its body, and the free 2018 Ukon is its own base.
  • The kigurumi for Eyo, Imeris and Merino now land on their own base instead of Rindo’s or Kikyo’s.
  • If you import an outfit made for several bases while a project is open and LAS can’t tell which base it is for, it picks that project’s base when the outfit supports it, and the card says “set by a project”. The outfit still fits the other bases.
  • Outfits made for Komado’s shared body list Karin, Mint and Rusk, and a color word like “mint green” in a file name no longer names Mint.
  • Fewer outfits are filed under the wrong base. Bones that many bases share, like numbered hair or skirt chains, no longer count as proof of one base.
  • An outfit that ships a preview of itself worn on the base is no longer offered as a new base.
  • An old VRChat SDK2 avatar gets a warning badge in the Library, and Set as base stops right away. Both explain that VRChat no longer accepts it and suggest the creator’s SDK3 version.
  • Items made for VRChat worlds, like world gimmicks, are recognized at import and kept in the Library under “For VRChat worlds”. They are never offered to wear, and Change type moves one back if LAS got it wrong.
  • An accessory that ships its own VRCFury wiring is now worn the way the creator set it up, instead of being taken back off as needing manual setup.

If Unity was uninstalled or moved after setup, LAS first asks Unity Hub where it went. If Hub doesn’t know either, a “Unity is missing” window offers to install it again with the same setup step, or to choose its Unity.exe yourself, and then carries on where you left off.

  • When Unity’s license service doesn’t answer, LAS tries once more on its own, then shows “Unity couldn’t check its license” with Open Unity Hub and Continue.
  • When Unity can’t download the packages your project needs, the message says so and asks you to check your internet connection, firewall or antivirus. The Wardrobe’s error now offers Try again for it.
  • While Unity waits on a question in its own window, a message anywhere in LAS says “Unity is asking something”, and Show it brings that window to the front. A window LAS doesn’t know is named by its title and buttons.
  • A hang that could stop the first open of a new avatar while Unity reloaded its scripts is fixed. It used to look like an unknown Unity question.
  • Opening an avatar when no Unity is running starts Unity about 16 seconds sooner.
  • When setup fails because the folder is no longer empty, Unity didn’t end up installed after Unity Hub finished, or some of LAS’s own files are missing or damaged, the message now says so. If the folder you picked filled up with other files during setup, LAS now leaves them alone instead of clearing them out.
  • The picture you took for an upload survives a Unity restart, so Try again keeps it. Closing the upload wizard while it waits for Unity no longer starts the upload later.

With “Send anonymous usage counts” turned on in Settings, Privacy, each successful upload now sends one note that says only whether it made a new VRChat avatar or updated one, with the week LAS was installed, the update channel and the app version. There is no identifier, no country and nothing else about your avatars. The switch stays off unless you turn it on, and uploads made while it is off are never sent. The privacy page lists exactly what is sent.

  • Tapping an item in the Wardrobe that can’t go on now says why: there is no base yet, its files are no longer on this PC, or LAS found nothing in it to wear. Each comes with the next step.
  • An item that won’t go on in Unity now says what is wrong, like files that are missing, incomplete or damaged, instead of a general error.
  • Open studio after creating an avatar while another one is open now asks to switch, instead of doing nothing.
  • For an item that ships helper prefabs with nothing to show, Which pieces? now suggests the outfit itself first.
  • Taking an outfit off no longer pushes the base’s own shape keys below what the base ships with, which could make Shinano’s toes poke through the next pair of stockings. If an older project already shows this, reset Toe_heels once in Morph.
  • An item from another product with the same name, worn after you took the first one off, no longer picks up the first one’s settings.
  • Removing a physics preset leaves a PhysBone the creator switched off as off.
  • When the mesh merge already folded the toggled outfit pieces together, the upload result says so instead of saying no piece is off at rest.

Fixes for the problems people ran into in the first days of 0.7.0: Unity questions that stayed hidden, the Unity sign-in, abilities left behind by a removed outfit, and bases that aren’t set up as VRChat avatars. After a problem report, you can now leave an email so we can tell you when it’s fixed.

The first time Unity opens a project it can take several minutes, and sometimes Unity stops to ask a question in its own window, like a package error, the API updater or a Safe Mode prompt. That window used to stay hidden behind LAS, so the open looked stuck until it gave up. LAS now brings the window to the front, flashes it, and says “Unity is asking a question in its own window. Answer it to continue.”

  • If Unity closes by itself while it opens your avatar the first time, LAS starts it again once on its own.
  • On a busy or low-memory computer, the preview waits for Unity instead of giving up after 75 seconds, and the Studio panels wait until the first picture arrives.
  • When LAS picks up a Unity window left open from last time, it switches it back to your project’s scene. If Unity has another scene open with unsaved changes, LAS leaves it alone and asks you to save or close that scene, instead of suggesting a new project.

Unity needs you to sign in through Unity Hub before it opens a project. Setup now checks for that on every computer, including ones that had never run Unity, and pauses until you sign in. Pressing Continue checks again.

The Studio checks too before it starts Unity. If no sign-in is found, a “Unity needs a sign-in” window offers Open Unity Hub and Continue instead of a failed start.

If the Unity Hub install fails, the message now says how it failed and names the usual reasons: disk space, memory or antivirus.

Removing a base or an outfit now takes it out of the abilities that turned it on and off, and deletes any ability left with nothing to control. The Remove base confirmation names the abilities it will change.

Some projects already had abilities pointing at outfits that were gone, and every Abilities sync and Try it start failed on them. Those abilities now skip what is no longer worn. A note lists them, the rows mark the missing items “(not worn)”, and wearing the outfit again brings them back.

Bases that aren’t set up as VRChat avatars

Section titled “Bases that aren’t set up as VRChat avatars”

Some downloads include a model that isn’t set up as a VRChat avatar yet (it has no Avatar Descriptor). LAS now says so when you apply it as a base, instead of failing later in Try it or on an outfit. If the item comes in several versions, choose another one. The files that apply brought in are taken back out, so the project stays as it was.

  • A base whose scene can’t be turned into an avatar now says why, and its import is taken back out too.
  • If a base’s scene has broken components (scripts that are missing from the download), LAS removes them from its copy and tells you once.
  • A base whose scene holds two avatars with the same name now shows both in the picker, as “Name” and “Name (2)”, and uses the one you pick.

After LAS sends a problem report, a message asks whether you’d like the developer to be able to follow up. Press Add my email to leave an email address and an optional note. They are only sent if you press Send, and “Don’t ask again” turns the question off. You can also turn it off in Settings, Privacy.

If you uninstall LAS with the goodbye survey on, the survey now also carries the kinds of problems LAS ran into most recently, your Unity version and a rough memory size, so we can see what got in the way. The privacy page lists exactly what is sent.

  • After you swap the base, the Transform and Abilities panels show the new base instead of the old one.
  • Transform waits for Unity to have your avatar in the scene, instead of showing “not found” while Unity restarts after installing a package.
  • Cancelling a Try it start now stops it completely, and an upload stops a test that is still running before it builds.
  • The + tab in the store no longer closes the app when the built-in browser fails to start.
  • Unity asking for a sign-in is no longer sent as a problem report, since it isn’t a fault in LAS.

Lighting presets and preview worlds in the Studio, click on your avatar to edit what is under the cursor, a Replace button for any material, GoGo Loco’s poses in Try it, and a grid view for the Library.

The Studio has a lighting picker. Color lights your avatar the way it looked before. Chill, Club and Outdoor place it in a small furnished world with that world’s own lights, so you can see how your materials hold up in a cozy room, under club lights or in daylight before you upload. The worlds use baked lighting, like most VRChat worlds, and the Baked lighting switch turns a world back to live lights you can move.

Edit a preset to change its world, colors, light direction, brightness and effects, then save it as your own. Each project remembers its preset. The effects button in the bar turns glow and tone off for every preset when you want a faster preview. The background color picker now has a color wheel next to the preset swatches, and each project remembers its color too.

Your worn items now take their lighting from the body, so an outfit is never lit brighter or darker than the skin under it, in the preview or in VRChat.

In Style, click any part of your avatar and Material Studio opens on the material you clicked. Click the same spot again to reach the layer underneath, like a jacket’s lining or the skin under a sleeve. In Equipped, a click highlights the part you clicked and scrolls the list to it, and a second click goes one part deeper.

Every card in Style has a Replace button. Pick any material on your avatar or anywhere else in the project, and that slot uses it instead. Your edits to the slot carry over to the new material, and one Ctrl+Z puts the old one back.

Try it now shows each menu entry with its icon, the same as your menu in VRChat. That matters for GoGo Loco, whose buttons are mostly pictures: before this version its entries were blank and its poses and emotes menus could not be opened. Now you can open them, press a pose, and watch your avatar sit, lie down or dance in the preview before anything is uploaded. Sliders open their radial, and the highlights follow what the avatar is doing. Our new guide, How to Install GoGo Loco on a VRChat Avatar, walks through it.

Creators often style their menu names with bold text or sizes, and LAS used to show the formatting codes around the name. Menu names in Try it, the Abilities panel and History now read the way VRChat shows them.

A switch at the top right of the Library shows your items as large tiles instead of a list, and LAS remembers your choice. Library search also finds items by the name of the file you downloaded.

Settings, Privacy has a new switch, “Send anonymous usage counts”. It stays off unless you turn it on. With it on, LAS sends a count once a day and a one-time note the first time you set up a project, open an avatar and upload one, so we can see where new users get stuck. There is no identifier and nothing about your avatars.

When a step fails without crashing the app, like a setup that does not finish or an upload that stops, LAS now asks whether to send the details so the problem can be fixed. Nothing is sent unless you press Send, or unless you already send crash reports automatically. Choose Ask each time, Send automatically or Don’t send under “When LAS hits a problem” in Settings.

If you uninstall LAS, a short survey opens in your browser asking what got in the way. You can turn it off in Settings, Updates. The privacy page lists exactly what is sent.

  • The glow strength in Style now goes up to 20 on both lilToon and Poiyomi, so a strong glow looks the same on either shader.
  • Blendshape sections marked with one symbol on each side, like “=EYE=”, are now grouped by section instead of all landing under General.
  • “Show item bones” in Transform starts with each item folded.
  • The store link box shows example links from Booth, Jinxxy and Gumroad.

News inside the app, a one-click switch between the standard and beta tracks, GoGo Loco in the Abilities panel, and uploads that recover when Unity crashes.

Home has a new News button. It opens cards like this one with what changed in each version and the occasional announcement, and a dot on the button tells you when there is something you haven’t read. After an update, LAS opens the newest card once on its own. The latest cards come with the app, so they show even when you are offline.

Switch between the standard and beta tracks

Section titled “Switch between the standard and beta tracks”

If the other update track has a newer version than the one you’re running, LAS now tells you. A message offers Switch and update, and the same offer shows in the Updates section of Settings. One click moves you to that track and gets the update ready. If you would rather stay where you are, ignore it. Updates from your own track always come first.

The Abilities panel has a GoGo Loco choice: None, Go All or Go Beyond. GoGo Loco adds poses, sitting, flying and more to your avatar’s menu, and Go Beyond adds extra movement such as dash. LAS installs it the first time you pick it, and if your avatar already came with its own copy, LAS takes that over so there is only one.

If Unity crashes while reducing mesh detail during an upload, LAS now names the piece it was working on. Choose Try again, and LAS restarts Unity and keeps that piece at full detail, so the upload can finish. The summary at the end lists the piece and its triangle count. An upload that stops responding for 15 minutes ends with a message instead of waiting forever, and Cancel also closes an editor that has stopped answering.

  • Store downloads show a progress bar with the size and percent while they come in.
  • During Try it, pop-ups from VRChat’s build are answered before they appear, so a failed build no longer brings the Unity window up in front of you.
  • Hiding a built-in part that an SPS plug rides on now shows the reason if the hide can’t go ahead, and the part comes back instead of looking hidden.
  • The Reset everything dialog now says you can undo it with Ctrl+Z or from History.
  • Menus in the Abilities panel start collapsed, and the upload sliders’ top setting reads Full detail.
  • Home has a Join our Discord button, and Settings links to the Terms of Service and the refund policy.

A small follow-up to 0.6.0 that fixes what the launch review found around crash reports and the Try it button.

When you allow automatic crash reports, the report LAS sends no longer carries your Windows user name anywhere. The list of loaded program files that helps us read a crash now names the install folder as a path under your profile instead of spelling the profile out, and the same cleaning runs over every thread in the report. Nothing else about the report changed, so it is still as useful for fixing the crash.

If the Unity editor closes while Try it is starting or stopping, LAS says so within a few seconds and offers Try again, instead of waiting four minutes for a start that can never answer. A Cancel test button shows while a start is under way, so you can back out of a slow start yourself.

When VRChat’s build of the test copy is aborted, for example by an error one of the avatar’s components raises, the Try it panel shows the reason at once in its own error bar, quoting what the build said, instead of a generic message three minutes later.

While a test runs, the Unity window no longer steals focus from LAS when it enters or leaves play mode, and it no longer flashes on the taskbar after LAS dismisses one of its pop-ups. An editor LAS keeps minimized is put back after a pop-up brings it forward.

Hiding one of your base’s built-in parts that an SPS plug rides on, such as a Wholesome Lollipop’s mesh, now hides the plug with it, so Try it and uploads no longer stop with “Failed to find plug renderer”. If the plug cannot go safely, the hide is refused with the reason.

The first stable build since 0.5.0. It carries everything the 0.6.0 beta builds added over the summer, so if you are coming from 0.5.0 there is a lot here.

The studio now remembers every change you make while an avatar is open. Undo and redo buttons sit in the page’s top-left corner above the category rail, and the list button beside them shows each step by name, such as “Adjusted the placement of Head”, so you can jump straight back to any point and forward again. Ctrl+Z undoes, and Ctrl+Y or Ctrl+Shift+Z redoes, while a text box you are typing in keeps those keys for itself. A whole slider or gizmo drag counts as one step, and the panels show the restored values at once. Putting on or taking off a base or an outfit is a step like any other, so undo takes an item back off or puts it back on. If you are in the middle of a move, the history asks you to finish it first.

A new Transform category shows your avatar’s skeleton as a tree of plain-language bone names, each with position, rotation and size fields and a reset arrow. Click anything in the viewport to select it. A click selects whatever actually moves the thing you clicked, so a pair of wings selects the piece that carries them and the body selects the bone under your pointer. A header at the top names your selection, with a chip saying what kind of thing it is (bone, object, SPS plug, SPS socket or anchor) and a Part of button that selects the item it belongs to. Below it the panel is split into sections you can fold: Bones, Objects, Position, rotation and size, Attachment, SPS plug, SPS sockets, Anchors and Surface tool. The Transform panel guide walks through moving a hat, resizing the head and a ponytail, anchors and the keyboard shortcuts.

Press G, R or S to move, rotate or resize what you selected straight away, the way Blender does. It follows your pointer until you click or press Enter, and right click or Escape puts it back. While it runs, X, Y or Z holds it to one axis (press the same key again for the other space), Shift with an axis holds it to the plane across that axis, and typing a number sets an exact amount. A line under the toolbar says what is happening. The move, rotate and resize handles are drawn in the viewport itself with a toolbar to pick between them, and the numbers follow a Local and World space toggle. A pivot menu beside it puts the handles at the centre of the object’s shape (the default) or at its origin point. A surface tool places an object flat against the mesh you click, lined up with the surface.

The Objects list under the bone tree shows every piece you can move, where it is attached (“on Head”, “on Anchor 1”), and the avatar’s SPS sockets and plugs. Click a row to select it, or drag a piece an outfit brought onto a bone or anchor row to attach it there. Anchors are points you create on a bone and can rename, move and delete. The Attached to pickers offer the avatar’s main bones as well as your anchors, an outfit with several attachable parts (wings with separate horns and a tail, say) gets one picker per part, and a picker only changes an attachment when you pick a row yourself. A selected object gets the same Position, Rotation and Size fields and Reset to normal a bone has. Reset everything, under the fields, puts every bone and placed object you changed back the way its creator made it, after asking first. A clothing mesh that follows the bones is locked, because moving it would change nothing, and moving a whole outfit tells you it will look wrong away from the body.

A move or rotation on a bone VRChat’s humanoid rig uses, such as the head, survives in Try it and in the uploaded avatar, and your in-game viewpoint follows the eyes when you move the head. There is nothing to switch on.

The Objects list shows every item you wear, including items that merge their own skeleton into the avatar’s. Tick Show item bones and each item’s own bones, such as a ponytail’s chain, appear under its row and in the viewport as the item’s own green skeleton, so you can select, move, turn and resize them like any other bone. Two pieces of the same item, such as two versions of one hairstyle, read as two different names instead of the same name twice. A piece that can’t move on its own selects whatever really moves its mesh, and names like “##Adjust Position##” show exactly as the creator wrote them.

Hair and accessories that don’t attach themselves

Section titled “Hair and accessories that don’t attach themselves”

Many hair and accessory items ship with nothing that tells Unity where they go, because their creator expects you to attach them by hand. LAS used to refuse such an item and ask you to open Unity. It now attaches the item for you, hair to the head and everything else to the hips, and the wardrobe says where it went. You can move it or pick another bone in Transform, and undo takes it back off.

Every SPS socket on your avatar is a row in the Transform panel, under the bone it sits on, with the same handles and numbers as any bone. You can move a socket that sits wrong, rename its menu entry and give it an icon, add a socket to a base that has none, switch one off, and take a shipped socket off the avatar and bring it back exactly as it came, depth animations included. The Abilities panel lists the sockets’ menu entries under SPS, and its editor jumps to the socket’s other settings in Transform. The SPS sockets guide walks through each task. Two short tips explain the socket row and the Mode dropdown the first time you meet them.

The Sockets section can also add the standard set: a checklist of the twelve usual sockets the Wholesome SPS Configurator places, with sound effects on by default and the body mesh and blendshapes LAS picked for you shown so you can change them. LAS installs the configurator when it is needed. Remove the set takes those sockets off again, and adding or removing the set can be undone.

An item that carries an SPS plug is its own kind in your Library, SPS plug. Putting one on keeps the wiring its creator gave it, and a plug that came with none is linked to the hips and starts at the hips instead of on the floor between the avatar’s feet. It comes off, exports and imports like any other item. When the plug needs Wholesome’s dependencies package, LAS installs it and tells you. The SPS plugs guide walks through it.

Picking any part of a plug item, in the viewport, the bone tree or the Objects list, selects the whole item with the plug’s settings right in its panel: length and radius, auto-rig, deformation, hole overrun and hip avoidance, each with its own reset, plus Remove plug and Bring back. An “Adjust the plug’s axis” button selects the bare plug when you need to turn it. The item’s Attached to picker moves the plug to another bone, and a plug made with an older VRCFury is brought up to date the first time you do. When Try it or an upload stops because no mesh was found for the plug, the message says that in plain words.

Putting on a Wholesome Lollipop matches it to your avatar’s skin on its own, through the product’s own configurator, so it no longer shows up with Unity’s plain default look. Lollipops that came with the base or that you placed yourself are matched too. Its plug section has a Match my skin button and four colour wells to fine-tune the result, previewed while you drag and kept when the picker closes, and undo, reopening and importing bake the same colours again. On a body that doesn’t use Poiyomi, the Lollipop falls back to Poiyomi coloured from the body, and the panel says that converting between shaders is planned.

The upload window runs an optimization pass over the copy it sends to VRChat, and it never touches your project. A switch on the wizard turns the whole pass off for that avatar, and the finished panel shows your performance rank before and after, with a row per optimizer so you can see what each one actually did. LAS records the same summary in the avatar’s journal, so you can look back at what an older upload changed.

The pass has switches and sliders of its own. Mesh detail has a slider per renderer with a budget preset, and the default is the Good budget with wording that says what it really does. PhysBones can be merged and trimmed, with a consent toggle for each and a readout of what went. Skinned meshes can be merged further than Avatar Optimizer does on its own, once you agree to it. Geometry you cannot see is removed using what LAS already knows from your wardrobe, shrink blendshapes your creator wired are turned into real mesh removal, and pieces nothing on the avatar could ever show get their own line in the readout. Physics priority has sliders that decide which PhysBones keep their quality first, with a starting value LAS works out for you. Textures gain a compression checkbox and a quality slider per material. The mesh detail and physics priority sliders describe the setting they are on in words rather than a bare number, and a toggle your avatar ships with that is hidden and not saved is left alone.

The upload window’s first step shows the VRChat performance rank your avatar has right now, which of the stats holding it there the optimization will try to reduce, and which ones only changing the avatar itself can move, so you know before the build starts instead of after. When the geometry that cannot be reduced already meets the triangle target, the wizard warns you before the build starts, and LAS never reports a mesh detail reduction as a success while the avatar is still over the budget it aimed at.

After the upload, the done panel says in a sentence whether the optimization moved the rank, such as from Very Poor to Poor, or that it is still where it was, and names the stats LAS has no optimization for, such as PhysBones at 58 against a limit of 32. It shows the physics numbers VRChat measured on the finished avatar and describes a stat sitting exactly on VRChat’s Poor limit as at the limit and still rated Poor. A pre-checked option removes the invisible DPS signal lights VRCFury adds to every SPS socket, which VRChat counts as lights. Older DPS and TPS toys stop finding the sockets in that upload, and SPS keeps working.

The physics trim counts the way VRChat counts

Section titled “The physics trim counts the way VRChat counts”

The physics trim asks the VRChat SDK for the real collision-check number after every cut and keeps going until that number is under the limit, so the done panel never says the trim finished while the avatar is still over. A pre-checked upload option under the physics trim lets the trim take toggled-off pieces first, such as alternative hair, skirts and tails that are switched off, before anything you can see. Uncheck it to keep those pieces as they are, and the trim then leaves your visible physics alone whenever the limit cannot be reached without them, and says so on the done panel. The physics priority sliders remove the chain you ranked highest last.

Fewer sound variations when the sounds hold the rank

Section titled “Fewer sound variations when the sounds hold the rank”

VRChat counts every sound on your avatar, and an SPS sound pack ships several random takes of each sound (three claps, two outs), so a base with a pack per socket sits at Very Poor on sounds alone whatever else the optimization does. A pre-checked upload option keeps fewer takes of each sound only while the count is over VRChat’s limit, largest sound first, and every sound still plays through the take that stays. The done panel says how many takes went from how many sounds, and the upload journal names each removed take beside the one that now plays for it. Only the uploaded copy changes, so uncheck the option to send every take.

SPS sockets are budgeted when the contacts hold the rank

Section titled “SPS sockets are budgeted when the contacts hold the rank”

VRChat counts every contact on your avatar, and each SPS socket, plug and depth animation adds several, so a base with many sockets sits at Very Poor on contacts alone and nothing else could move it. The upload leaves the lowest-ranked sockets out of the uploaded copy while the contact count is over VRChat’s Poor limit, taking depth animations first so every socket keeps working as long as possible, and a socket that is left out stops working in VRChat until the next upload. Your project is never touched. The upload window carries the pre-checked switch for it, a “Fine-tune SPS priorities” section with a slider per socket and plug that decides what is given up first (sockets you placed in LAS are protected by default), and the finished panel names exactly which sockets were left out. The budget also counts each socket’s marker as the material slot VRChat charges you for, so when the material count still holds the rank after the outfit pieces that are off at rest are gone, further sockets are left out for it in the same order your sliders set. The finished panel says how many of them went for material slots rather than contacts, and it splits VRChat’s counted slots into the sockets’ markers and the avatar’s own materials, so the number is honest. The budget counts the contacts some SPS setups add for depth animations too, so an avatar it trims lands where the done panel says it does.

Outfit pieces you are not wearing are left out when the materials hold the rank

Section titled “Outfit pieces you are not wearing are left out when the materials hold the rank”

VRChat counts every material slot on your avatar, and it counts the ones on pieces that stay off until you toggle them on exactly like the ones you are wearing, so a base with a wardrobe of alternative outfits sits at Poor on materials alone however well the rest of the optimization goes. The upload leaves those pieces out of the uploaded copy while the material count is over VRChat’s Poor limit, the pieces nothing on the avatar could ever show first and then the smallest of the ones a toggle switches on, stopping as soon as the count fits. A piece that is left out is not in that upload at all, so its toggle shows nothing in VRChat until the next one, and a piece you can see at rest is never touched. Your project is never touched either. The upload window carries the pre-checked switch for it, and the finished panel names exactly which pieces were left out and how many slots VRChat still counts.

Expression memory warns instead of blocking

Section titled “Expression memory warns instead of blocking”

Being over VRChat’s expression memory limit no longer stops you from opening the upload window. The budget row still warns you, since VRCFury compresses the menu at build, and a build that still can’t fit everything stops and names what is using the space. Hiding an ability your avatar shipped with really frees its memory in the upload, and the reading drops as soon as you hide it. Every hidden row says how much memory it frees, or why that memory has to stay. The studio always compresses: VRCFury’s own setting is put to “Compress” before Unity opens and again before every build, and its question box is answered if it appears anyway, so a build never sits on a hidden question or fails on the parameter limit.

Every part row in Equipped has an eye that sets whether that part is showing when your avatar loads in VRChat, and LAS bakes that resting state into test builds and uploads, so Try it shows you what you will really spawn with. Hiding a part offers to relax the shrink blendshapes its creator paired with it in one click, and showing it again offers to put them back. A checkbox in Customize turns that automatic adjustment on or off in place of a prompt, and Shift-clicking a part switch or an eye inverts the choice for that one flip. Shape Changer pairings from Modular Avatar feed the same adjustment. A part that an ability toggle also controls carries a warning that says what will fight what, with its own wording for a toggle you have hidden, and parts that share one switch warn you as well. When every piece of an outfit is removed, the outfit itself goes with them. A part you hide through LAS disappears from the viewport straight away.

The Abilities panel works with the switches your avatar shipped with instead of around them. A piece covered by a switch its creator built offers to adopt that switch, so your LAS toggle rides the parameter the avatar already has rather than adding a second one, and adopting a second covered switch turns the toggle into a combo. Switches made with VRCFury, Modular Avatar, a full controller or a single multi-bit control are all recognised, and ones without a stable parameter are adopted by their menu path. Rows say where they came from, warn when two controls share one piece, and refuse a restore you cannot have with a dialog that explains why instead of a dead button. Accessories already wired with Modular Avatar appear in the panel too. A folder made only of shipped toggles, such as an avatar’s Toggles folder, can be hidden and restored like a shipped submenu.

The list is a tree that keeps your open folders and scroll position when something changes, and edits apply on their own a moment after you stop, with no status line flashing and no rows locking while they do. The editor gained a target picker with indented hierarchy that locks children under a parent you select, blendshape suggestions taken from what the piece actually does, a value slider per blendshape that starts at 100, multi-select in the blendshape picker, and validation and memory budget messages moved above the fold. Editing an ability your avatar shipped with, whether you change its items or its blendshapes, converts it into an LAS ability you own.

In Try it you can click and drag hair, tails, skirts and other PhysBone parts in the viewport, the way Unity’s Game view lets you. Let go and they spring back, or right click while you hold one to leave it posed, and grab it again to let it spring back.

Settings, Interface has a Preview speed choice: Smooth (60 fps), the default, or Sharp (30 fps), a sharper picture at the old frame rate. Behind it the viewport got faster across the board. Dragging a handle or a PhysBone keeps up with the picture, resizing the window no longer stalls the app on a slower display, editing in the Transform panel no longer makes the picture stutter after each change, and the viewport no longer crawls along at a few frames per second after you leave Try it or while Unity sits behind the studio window. The viewport draws smooth edges the way Unity’s Scene view does, and dark shadows no longer show visible bands. If the preview doesn’t start the first time, LAS tries again on its own, and a Try again button appears if it still can’t.

A Library door in the wardrobe takes you to your library and back to the studio in one trip, and the library can find assets by the base they belong to. One outfit package can have several of its prefab pieces worn at once. Prefab pickers show which prefab LAS suggests, what each one contains and a warning when one looks unhealthy, and the review dialog’s base list is a grouped, filterable picker. An asset whose base LAS guessed wrong can be reassigned from its row after it is in your library. An item whose product ships no prefab at all says so at import and carries a badge on its library and wardrobe rows, because LAS cannot set that one up for you. Props with no bones are treated as accessories and placed as static props rather than taken for outfits.

A Library card’s menu has Detect again, which looks at the item afresh, and Change type, where you say what the item is and which avatar it’s for. Avatars already wearing the item keep what they have. Detection tells avatars from shader packs better: a shader copy an optimizer locked no longer counts as shader files, and an avatar that ships only inside a Unity scene is recognised as a base. Such a base sets up automatically when you pick it, and LAS asks which avatar you mean when the scene holds several. The Base panel gains the same Library button the wardrobe has, and the bundled samples show their pictures in your Library.

The Transform panel, the Objects list, the Abilities panel and the history name an item the way its Library card does. Some products name their prefab INSTRUCTIONS, and that word used to appear instead. A piece inside an item still shows the piece’s own name, and renaming an item in your Library reaches the Objects list right away.

LAS makes sure the VPM packages your base and outfits need are installed before Try it and before an upload too, not only when you put an item on, and items you imported with an earlier build are checked again for the packages they need. When you import an avatar, LAS installs the VPM packages it was built on for you. An item that bundles its own copy of a package that can’t work in your project has that copy left out, with a note saying why, and re-applying an item whose bundled package folder went missing puts the folder back. If an item still breaks Unity’s scripts when you put it on, LAS takes its files back out on its own and tells you what it did. A project that can’t open because of a broken script fails in seconds with the package to blame named, instead of waiting more than ten minutes, and LAS offers to remove that package and try again.

Poiyomi 10, older Poiyomi and UnityChan Toon Shader materials

Section titled “Poiyomi 10, older Poiyomi and UnityChan Toon Shader materials”

LAS works with Poiyomi 10, the latest VRCFury, VRChat SDK and Avatar Optimizer. Items made with an older Poiyomi, locked materials included, have their materials updated when you put them on instead of turning pink, and the wardrobe says they were updated. Items made with UnityChan Toon Shader 2 have their materials converted to lilToon when you put them on, so every colour and style tool works on them, and the wardrobe tells you it happened. Materials of this kind already inside an avatar’s project are converted the next time you put something on, start Try it or upload.

The retexture dialog is a grid of thumbnails with a picker for which texture slot a pack fills, it enables the pack for you, it lets you choose what the change applies to, and it closes once it has applied. Packs that ship only a .unitypackage swap whole materials instead of doing nothing, packs with no folder structure work too, and vendor materials get their thumbnails from the package’s own previews. The Style panel names the wardrobe material swap on the card, describes the vendor material you swapped to, and lets you remove just that swap while keeping the edits you made on top. Edits to a material that several pieces share spread to all of them by default. lilToon’s rendering mode is a real variant swap and sits in the Simple menu. Colour flyouts have a custom colour wheel in place of the stock one, and dragging a colour or a slider streams a fast preview while you drag and commits when you let go.

The Style panel’s Simple view gains a Lighting section above Shadow, with minimum and maximum brightness, grayscale lighting, a brightness limit switch on Poiyomi and an unlit switch on lilToon.

Material Studio’s Presets dialog has a My presets group. Save as preset asks for a name and lets you tick exactly which settings the preset holds. Settings lilToon and Poiyomi share, like lighting, shadow, rim, emission, matcap and outline, work on either shader, and the rest apply only to materials on the shader they came from. Textures are never saved, but their tiling and offset are. Each of your presets can be edited or deleted from its row menu. For any preset, yours, LAS looks or the shader’s own, an Apply to list beside the presets lets you choose which materials get it, with the open material already ticked.

Home cards show real captures of your avatar, a full-body hero card and face cards for the rest, refreshed quietly after you close a project and every fifteen minutes. A card that is empty fills itself the first time you preview the avatar and after every upload, and a project you open is promoted to the hero card straight away rather than after a restart.

Import lives inside the create dialog, and every way into it shares the same slot limit. Setup finds Unity under custom Hub install locations and asks the Hub before it reinstalls anything, its failure messages say which stage went wrong, there is a Choose Unity manually way out, and Settings has a Unity section. You sign in to the VRChat SDK once per machine rather than once per avatar project. An import that had to fall back to the manual path raises a toast so it does not sit unreviewed, intake rows narrate what is happening, offer only the actions that stage allows, and carry first-time tips for the product link and Review buttons. An item whose materials look like they came from a separate download says so on the item. Base detection was widened against a corpus of 118 products, more bases are recognised, and your answer that an asset is not for a specific avatar beats anything detection guessed earlier.

You can export an avatar project as a single .lasavatar file and import one back, and LAS writes the .unitypackage side of it itself with no Unity window involved. Windows associates .lasavatar files with LAS, and opening one hands it to the copy of LAS you already have running instead of starting a second.

You can buy or upgrade from inside the app in a checkout window, your license is activated and managed from a page in Settings, and the purchase page shows the key when it is done. Prices are shown in your own display currency, and the purchase overlay footer names which currency that is. The free tier allows five active avatars instead of two. Settings has a switch for joining or leaving the beta update channel, and the update notice is a toast in the bottom-right corner with a Restart now button that installs the update and opens the app again. The store browser opens new tabs focused, has a new tab button, and lets you set which page it starts on, and product details are captured from Gumroad, Payhip and Sellfy storefronts as well.

Settings can follow your system theme or force Dark or Light, with an accent colour you pick, applied so the whole app matches. Switch labels and content chosen by language follow the app language rather than Windows, and bridge errors, narration and setup messages are all translated rather than raw text. The UI copy was rewritten shorter, with wording that respects the creators whose assets you use, and each function has its own blurb.

The onboarding tour teaches auto-save and the reset arrow, retargets its tips to the next thing you should click, waits for a target that is scrolled out of view, has a step for leaving the test session and one for going live, recolors a real material in the Style step, and finishes with a confetti burst.

A fourth door on Home opens the feedback portal inside the app. Report a problem builds a scrubbed report and hands it to a support email for you, and the report includes Unity’s log from the previous launch as well, so a failed start followed by a working retry still shows what went wrong. Crash uploads are opt-in with their own consent, off unless you turn them on. Every privacy switch in Settings says what it records today, what is removed before anything leaves (your folders, file names and account name), and that earlier notes stay in an exported report after the switch is off. Shift+PrintScreen takes a clean screenshot of the app for a report. Settings, Storage has a Check data pass that goes over your data, repairs what it can, and sets aside anything it cannot read instead of losing it, and damaged settings files are moved aside rather than silently replaced.

The Library page and the studio wardrobe panel build only the rows you can see, so a large library scrolls smoothly instead of stalling. Loading the library leaves the disk work to a background sweep, and a burst of changes rebuilds the groups once rather than once per change.

Closing the app while an avatar is open asks first, since opening it again takes a moment.

Continue re-enters a project that is still loading instead of doing nothing, and picking a different avatar while one is loading warns you rather than going silent.

Cancelling project creation cleans up what it started, and creating a project in a folder that overlaps an existing one is refused with an explanation.

Importing an avatar from the new-avatar window’s link could pick your file and then show nothing. It asks you to confirm now.

The window stays draggable while a dialog is open. Dropdowns no longer block the page from scrolling, the review and assign-base dialogs scroll instead of clipping their content, and clicking blank space in a studio panel no longer jerks the panel back to the top.

Number fields in the studio no longer end up blank, clicking away commits what you typed, a hex colour typed into a colour wheel counts when you click away to close the picker, and a reset arrow only appears when there is something to reset.

The upload window checks whether you are signed in instead of flashing a login prompt that was not needed, and it no longer shows raw text from the Unity side while a build runs, fails or is abandoned. The upload’s before numbers are read before the optimization starts, so the done panel shows everything the optimization changed.

A first upload, while Unity is still preparing shaders for the first time, could be stopped halfway by LAS’s own health check or given up on after ten minutes. A build that keeps making progress is no longer abandoned, and if LAS does stop waiting, the failed panel says LAS canceled the build and that a second try is usually faster, instead of blaming Unity.

The NDMF Console window no longer pops up over the app during an upload. When a tool such as Avatar Optimizer stops the build, the failed panel names the tool and the objects it stopped at, shows what its message box said, and Unity’s error box closes on its own. An upload no longer stalls on a hidden Unity notice about locking materials, and putting a normal map texture on a material no longer opens a Unity window over the app asking to fix it.

Avatars made with the latest VRCFury keep their toggles’ default states in Try it and in the upload.

Uploading with a target height puts your in-game view at the avatar’s eyes, and the height is measured from the avatar’s real shape, so a 4 ft setting comes out at 4 ft instead of about 3.

Reopening Material Studio reseeds from the values your item shipped with, resetting a section drops the shader keyword behind a setting along with its value, and Edit separately works on a material card you have not touched yet.

Thumbnails for .tga and .psd textures are decoded by LAS instead of rendering blank, a preview capture LAS cannot read is repaired rather than crashing Home over and over, and library texture rows redraw correctly when you load a page again.

An item whose name matches something already on the avatar, such as a second Wholesome Lollipop on a base that ships one, goes on and comes off again without touching the avatar’s own object.

A Transform change that had not reached the avatar yet, for example because Unity closed unexpectedly, is applied once Unity is back. Until then the Go Live row says Transform changes are waiting, an upload waits for them, and Try it applies them first.

After an upload or another long build, the Abilities panel could keep saying expression memory is shown when the project is open, with Restore greyed out, until you went Home and back. It reads the avatar again as soon as Unity answers. The panel also could break on an avatar whose menu has several controls with the same name, and each of those controls keeps its own row. Editing an ability no longer wipes the pieces it targets, and rows from your avatar’s own switches come back when the reason they were locked goes away.

Reopening an avatar survives Unity’s first compile after a cold start. Closing LAS in the middle of an import and starting it again no longer kills the import that was still running, and a wardrobe import whose reply goes missing waits for the item to land instead of hanging.

A read-only question to Unity that takes too long while the editor is busy is asked again rather than reported as a lost editor, so a slow moment no longer fails what you were doing.

Launching Unity without a license fails immediately with a way to sign in to the Hub, the VRChat SDK’s welcome window no longer opens over a starting editor and eats the whole launch, and a package install that has nothing left to do counts as success. The Hub setup panel stops asking machines that are already set up.

Unity could quit during startup when an avatar’s project folder was missing or another program still held the project. LAS checks first. A missing project says its files are missing and sends you to Home, where you can put the folder back or remove the avatar, a project still being closed is cleared or you are asked to try again in a moment, and a start that ends straight away is retried once without a word. Deleting a project right after closing it waits for Unity to let go of its files and tries again.

LAS never kills a process that is not the Unity it started, a project switch cannot leave two editors racing each other, a closed project stops coming back to life, and startup housekeeping can no longer take the app down with it.

An item whose materials use an older generated Poiyomi shader no longer raises an unknown-shader warning, and the banner names the item it is talking about. A stray prop mesh no longer stops LAS recognising a material shipment, a missing model is resolved against other downloads of the same product, and an import that cannot supply the prefab it was told to use is rejected instead of half applying.

A settings file LAS cannot read at launch loads working defaults for that session and never overwrites the file.

The purchase window, the store links and the license pages show a message and a retry when the web view is unavailable, and exporting a support report, saving a texture to your library or copying a license text no longer fails hard on a locked file. An update feed that stalls reports nothing rather than a bad version, and switching channel throws away the build staged from the old one.

The viewport finishes a pan with a fresh capture, a torn frame is discarded rather than shown, a screenshot never overwrites an earlier one, and the turntable spins about the avatar’s hips rather than off-centre. The selection highlight covers the front of an object instead of its far side, and a skinned piece you resized highlights and takes clicks at its new size.

Mesh detail reduction no longer cuts small renderers down to nothing. The retexture picker keeps the extracted files it is showing you while it is open.

The dead Refresh button is gone from the Try it panel, part rows in Equipped keep their controls in place when a warning caption appears, and the busy text no longer goes blank while LAS attaches an item. Hovering a link on the Feedback page or in the checkout pane shows its address inside the pane instead of below the window.

Internal: over this release the bridge pin moved from 0.21.2 to 0.148.0. The upload pipeline gained the optimization ladder (mesh detail, PhysBone merge and trim, mesh merge, invisible geometry, texture compression, audio variant trim, socket budget, off-at-rest piece trim, DPS light removal), the viewport stream lost its dark-shadow banding and gained 4x MSAA and a pump that keeps the editor at 60 fps in the background, and every scene write refreshes the NDMF preview.