# 7 月 25 日 Open Beta 更新

We've got all the spices out. The freshest ingredients. The wildest recipes. You smell that? We've been cooking. It's patch day.

Time to *eat*.

2024.3.1, Build `1480`.

Full notes can be found [here](https://docs.vrchat.com/docs/vrchat-202431).

## New Features

### SteamVR Input 2.0 and PCVR Hand Tracking Support!

* **SteamVR Skeletal System** - We now have PCVR support for SteamVR skeletal hand tracking and finger based input similar to our native Quest release! 
    * Finger tracking for Index controllers has also been improved, as it directly uses the skeletal data from SteamVR.
* A new button has been added to the Main Menu Controls page to open the SteamVR bindings UI for VRChat.
* **Full controller remapping via the SteamVR bindings UI** - Remap any action to any button you want on any controller. The customization possibilities are nearly endless!
* **New gesture methods** - Including new mappable "Gesture Direct" buttons that let you explicitly map gestures to any button. This is helpful for triggering avatar effects via explicit button presses!
* **Bonus Mappable Actions** - Earmuffs, Nameplates, Chatbox, and more can be one button press away with an array of new mappable shortcuts.
* **Auto-Hold** - Tired of holding the grip button for equippable items like pens and grappling hooks? The option to auto-hold them is now active if the new "Drop" action is mapped. Now you can press once to pick those equips up and press again to drop them!

### VRChat Constraints

* **VRChat Constraints** are a replacement for Unity's constraints system that is more performant!
    * Constraints allow folks to do really cool things with avatars -- but until now, they've been *risky* when it comes to performance cost. This was due to how Unity's default constraints were calculated.
    * **Our version is *vastly* more performant.** That means creators can use more without impacting other folks around them.
        * This performance increase means that VRChat Constraints can be used on non-PC avatars!
    * It also means we can calculate their performance cost more accurately, so we'll be adding them in as a tracked performance stat.
        * Secondary note: in addition, we now track a new stat called Constraint Depth. This tracks the deepest chain of constraints on your avatar. This helps us give a more accurate understanding of the performance cost of any constraint systems on your avatar.
    * **You can automatically convert your avatar from using Unity constraints to VRChat Constraints using the SDK!** We've been testing it behind-the-scenes for some time, and it works great!

For more information on VRChat Constraints, you should check out the Creator Docs, which you can find [here](https://vrc-beta-docs.netlify.app/avatars/avatar-dynamics/constraints/)!

## Updates & Fixes

* Numerous stability improvements!
    * Memory usage has been improved in various scenarios.
    * We got out our plumber's wrench and closed off some memory leaks.
    * Reduced a handful of loading hitches and stutters across the client.
    * Fixed several rare crashes.
* Startup speed has been greatly approved across all platforms!
    * This includes the entire startup flow -- from opening up VRChat, to the login process and loading into your homeworld. The entire process has been reworked, with the end result being a sizeable decrease in load times.
    * This rework also fixed a bunch of minor bugs, crashes, and other issues.
* Various improvements to text displayed across the client in various languages.
    * Friend request text should no longer overflow in other languages.
    * Text in QM/MM wings should no longer overflow.
    * Fixed overflows across playlists.
    * The one-handed movement tooltip is now localized.
    * Performance text on avatars is now translated!
    * Fixed big characters not showing in the search bar, like Japanese ones.
    * Added localization for transaction types in the Marketplace transactions menu.
* Tweaked UI to fix a handful of minor bugs. There's a lot of them! You can find them all below:
    * Adjusted the size of the hover highlight effect on Main Menu world cells in order to make them fit properly.
    * The Main Menu "offline" social count was not updating. We fixed it!
    * Favorite friend group numbers were also not updating -- that's fixed, too.
    * Fixed some weird issues with seperators in Settings.
    * Not quite a bug, but we've moved color blind filters to their own section so they're easier to find.
    * Fixed small capitalization typo within the Main Menu safety page.
    * Fixed the avatar pedestral appearing over some dialogs or menus.
    * Fixed the vertical alignment of several buttons that were, like, a *pixel* off. You weren't crazy. We promise we didn't do it on purpose... *heh heh heh heh*.
    * ...we also fixed the alignment of some text in the Social menu that was broken. Oops!
    * Now the word "user" is used instead of "player" unless it is referring as the representation of a user within an instance.
    * Fixed an issue that caused QM user action buttons to flicker when their avatar was shown/hidden.
    * Fixed a bug that caused the QM to close after editing an invite message.
    * Fixed some minor rendering artifacts on Main Menu wings and certain header icons.
    * Tweaked how text is displayed in the Quick Menu while in the new reporting flow.
    * Fixed Favorite/Unfavorite button state in Avatar Details.
    * The invite/response window now has more accurate "Add Message" button tooltips.