VRCW-Recovery 1.3.0

VRCW-Recovery 1.3.0

Oct 16, 2026

VRCW-Recovery 1.3.0

Better-looking worlds

  • Many more shaders render with their own shading. Shaders used to fall back to a plain textured look when the decompiler hit certain loops, texture lookups or shared samplers. These now decompile, so materials keep their lighting, normals and emission. In one test world alone, 199 materials now render properly.

  • AudioLink works in recovered worlds. Its core shader used to crash Unity’s shader compiler. It now compiles fully.

  • Graphlit shaders are recognized. Materials made with z3y’s Graphlit now use the real shader from its package instead of a rebuilt copy.

  • Missing shaders can come from another version of the same shader pack. If the chosen version of a pack lacks a shader the world uses, recovery takes just that shader from another version you have. If it doesn’t work with the chosen version, recovery removes it again and tells you why.

  • Smarter package search. A shader’s inspector name now helps find the package it came from, even when the shader’s own name gives no hint.

  • More editable shaders with “Bind” compiled shaders. A material keeps its decompiled shader whenever the whole shader decompiled cleanly. Only incomplete ones switch to the original compiled shader, which looks right but can’t be edited.

New: Shader render check

Under Advanced on the Recover page (or --shader-render-check on the command line), off by default.

  • Renders each rebuilt or decompiled material next to the world’s original compiled shader, and reports whether they match.

  • Saves side-by-side pictures of the ones that differ, so you can see at a glance which materials need attention.

  • It only reports and never changes a material.

  • It needs a graphics card and adds a few minutes per world.

More worlds recover successfully

  • No more failures after Unity’s package cache was cleared. Recovery used to leave duplicate copies of Unity packages, such as Post Processing, in the project, and Unity refused to compile. It now removes them, and rebuilds once if Unity still reports a clash.

  • Worlds using Light Volumes now recover. Worlds built with newer Light Volumes versions but without AudioLink used to fail. One unused Light Volumes script broke every UdonSharp script in the project; recovery now leaves it out.

  • Recovering the same world again into an existing folder no longer creates project paths too long for Unity.

Older SDK2 worlds behave more like the original

  • Players who join later see doors, toggles, animator states and enabled components the same way everyone else does.

  • Turning a component on or off affects only the component the trigger names, not the first one it finds.

  • Key-press triggers work.

  • “Play” actions play their sound, particle effect or timeline.

  • QvPen pens get their rounded trail shader back.

Clearer reports

  • Reports focus on real losses. Some problems were already in the uploaded world, such as animations pointing at objects that never existed or audio sources with no clip. They’re now marked “as in source” or “target absent in source” instead of counting as recovery failures.

  • Udon reference checks no longer report false differences when a reference list is shifted.

  • Shader passes that use geometry or tessellation, which can’t be recovered yet, now say so plainly instead of showing a confusing compile error.

    VirusTotal for 1.3.0
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