MyroP
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myrodev.bsky.social
MyroP
@myrodev.bsky.social
33 yo dude creating and exploring worlds on VRChat.
I am mostly posting about WIP stuff, Unity and world recommendations.
If you like Cyberpunk 2077, I recommend checking out the VRChat world "Project Postmortem: Afterlife" by
@ninjasteve.bsky.social
It’s built from scratch, feels very alive, and features NPCs you can talk to.
Great world for taking pictures, events, hanging out or role playing!
🔗Link below 👇
#VRChat
January 19, 2026 at 10:27 PM
Yesterday, I learned that the VRChat open-beta lets you view performance-related statistics, like draw calls or triangle counts. Really useful for creators!
The panel is customizable, graphs can be added or removed depending on your needs.
#VRChat
January 19, 2026 at 7:41 PM
I probably shouldn't have made the announcement the 31st of December, on New Year's Eve, so I'll repost my post just as a reminder.
I got a bunch of pictures so far, but there are still some slots left 👍

As an example, the output should look like this, cross your eyes to see the avatar in 3D
January 2, 2026 at 1:08 PM
Quick explanation on how it works and what to do
December 31, 2025 at 8:25 PM
Hello everyone, quick announcement!

In my NUCLEUS II world, I'm building a corridor where each frame displays a 3D portrait of different players.

If you would like to be included, you can visit the world I'll post in the replies!

#VRChat
December 31, 2025 at 8:23 PM
It's still too early for a release date, but the modelling part is mostly done, hopefully I can finish the modeling part at the end of this month.
I'll share a few more pics
#VRChat
December 25, 2025 at 5:58 PM
Silent's fake light shader (gitlab.com/s-ilent/fake...) seems to work really well for adding subtle, glowy fog effects, like I did below with a few skyscrapers. I put the fog material on a big sphere, then placed a sphere on top of each skyscraper.
#VRChat
December 19, 2025 at 2:54 AM
Thanks!
I also really liked the city, the movie itself aged really well.
I used the image below as a reference, and tried to get a similar aesthetic. I played around with the PP settings, fog and lights until I got a result I liked.
December 3, 2025 at 2:45 AM
December 3, 2025 at 1:46 AM
That scene changed a bit, and I added Light Volumes.

For the rain, I used Mochie's particle shader, which supports Light Volumes.
#VRChat
December 2, 2025 at 9:45 PM
(4/5) For worlds : You can GPU-instance "different" meshes by packing them into one mesh + UV atlas.
Create a "Tile discard" shader that uses an instanced property "tileToKeep" property, and set it via MaterialPropertyBlock.
Here, every mesh is GPU instanced, and renders in a single draw call.
November 25, 2025 at 7:07 PM
(3/5)
Second image has a few benchmarks
November 25, 2025 at 7:06 PM
(2/5)
November 25, 2025 at 7:05 PM
(1/5) UV TILE DISCARD

UV Tile Discard is a really interesting feature supported by Poiyomi, LilToon, etc. It lets you toggle parts of a mesh on and off without needing to use blend shapes or multiple Skinned Mesh Renderers (SMRs), great for performance ranking!

#VRChat
November 25, 2025 at 7:04 PM
Malikart2022 recently released a new liminal-space VRChat world, and I’d recommend checking it out if you enjoy that genre!
The place is big, it took me about 40 minutes to reach the end (and I probably missed a few spots)
Poolroom Wonderland: vrchat.com/home/world/w...
#VRChat
November 17, 2025 at 6:40 PM
Code below

The setup is basically a video player that gets rendered through the VRChat camera only
November 15, 2025 at 3:02 PM
Inspired by the VRChat world "讐復を能える for VRChat" (by yu_nakaito) that features a system that plays an Audio source through the VRChat camera, I tried to do something similar for fun.

The second part shows that the audio source is attached to the lens, not the actual camera screen.
November 15, 2025 at 3:01 PM
That's not an animation, just Unity physics, I'm pretty impressed how well it works #VRChat
November 3, 2025 at 8:26 PM
It uses assets from the prefab, but I'm not sure if I'll make it playable yet, since I made a few modifications to the base asset, and I'm not sure if anyone would want to play bowling on such a short lane.
November 1, 2025 at 6:45 PM
That place became a bowling alley.
I'm trying to add weird stuff that doesn't make much sense in pretty much every room #VRChat
October 30, 2025 at 9:51 PM
(2/2) The "Point Light Volume" component uses a custom cookie texture showing a blurred fan. I'm rotating the point light in sync with the fan, which creates the illusion that the fan is casting a shadow, but that's not the case, AFAIK "Point Light Volume" cannot cast RT shadows yet.
October 27, 2025 at 10:23 PM
(1/2) Using Ikeiwa's LV Volumetric fog shader and RedSim's "Point Light Volume" component, I was able to simulate a fan casting shadows in some fog.

#VRChat
October 27, 2025 at 10:22 PM
World PhysBones just got released in open beta (SDK 3.9.1) !
To test that new component, I made a door that works without any Udon code, and it was relatively easy to setup. Functionalities are very similar to avatar PhysBones, bones can be pushed and grabbed #VRChat
October 24, 2025 at 8:58 PM
(5/5) That's it! I hope my explanation was understandable and that you learned something new today.
The 300 character limit is pretty annoying, so I had to shorten some explanations...
October 18, 2025 at 3:39 PM
(4/5) About last point : careful with avatars hiding stuff you'd rather keep private:
- "X-ray" shaders can hide high-render-queue mats. Would suck to get reported just because someone in the instance used that shader....
- Also not everyone shows your avatar=>anims won't init your avatar properly.
October 18, 2025 at 3:38 PM