The VRCDocs complementation Project
Everyone can edit this. Please read this: https://vrclibrary.com/wiki/books/the-vrcdocs-complementation-project/page/what-is-this

What is this?
<p id="bkmrk-%C2%A0-this-is-a-bunch-of">&nbsp; This is a bunch of sticky notes on <a href="https://creators.vrchat.com/getting-started">VRC Official Docs</a>. It's not complete, and most notes may be nitpicky.</p>
<h4 id="bkmrk-what-is-the-purpose%3F">What is the purpose?</h4>
<p id="bkmrk-%C2%A0-for-those-who-are-">&nbsp; For those who are suffering from undocumented bugs and specifications. For example, the station component is a nest of bugs.</p>
<p id="bkmrk-%C2%A0-it%27s-like-a-warnin">&nbsp; It's like a warning sign for a newbie. Also, I want to make this that if you read here, you can use the component without creating any bugs!</p>
<h4 id="bkmrk-what-should-i-do%3F">What should I do?</h4>
<p id="bkmrk-%C2%A0-create-chapters%2C-p">&nbsp; Create chapters, pages, and items within pages to match the items in the document. This book is a supplement to the documentation. You can add a link to the canny, VRC-askme, tweet, and so on.</p>

Worlds/Scene/Components
https://creators.vrchat.com/worlds/components/

VRC Station
<h4 id="bkmrk-methods" class="anchor anchorWithStickyNavbar_LWe7">Parameters and Options</h4>
<table id="bkmrk-name-isplayergrounde" style="width: 100%; height: 308.875px;">
<tbody>
<tr style="height: 29.7969px;">
<td style="width: 19.8981%; height: 29.7969px;">Parameter</td>
<td style="width: 80.1019%; height: 29.7969px;">notes</td>
</tr>
<tr style="height: 86.8281px;">
<td style="width: 19.8981%; height: 86.8281px;">Player Mobility</td>
<td style="width: 80.1019%; height: 86.8281px;">
<ul>
<li class="null">Using "Immobilize For Vehicle" with "Seated: false" will cause the pinned-down bug to a player. <a href="https://feedback.vrchat.com/bug-reports/p/exiting-a-station-that-has-seated-set-to-false-makes-it-so-you-cant-move">It's reported on canny</a>.
<ul>
<li class="null">Someone exits the station, she/he cannot move with the stick.</li>
<li class="null">There are some workarounds:
<ul>
<li class="null">Use the "Seated: true" station to fix the bug.
<ul>
<li class="null">(I think it will cause the other bugs by fast entering the station.)</li>
</ul>
</li>
<li class="null">Use the station with the animator. If TrackingControl is set to true for all, the pinned-down bug will be removed completely on SDK3Avatar.
<ul>
<li class="null">Another problem, there is no TrackingControl on worldSDK. <a href="https://feedback.vrchat.com/feature-requests/p/move-vrcanimatortrackingcontrol-to-sdk-base">Canny is here.</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
</td>
</tr>
<tr>
<td style="width: 19.8981%;">Animation Controller</td>
<td style="width: 80.1019%;">
<ul>
<li class="null">If "Seated: false", the SDK2 avatar plays and stacks in an animation pose.</li>
</ul>
</td>
</tr>
<tr>
<td style="width: 19.8981%;">Seated</td>
<td style="width: 80.1019%;">
<ul>
<li class="null">If this is true, it causes the tracking bug on Hips.
<ul>
<li class="null">If the pose of the avatar is standing before entering the station, it's fine. It crouching or below, the hip bone behaves strangely. <a href="https://feedback.vrchat.com/bug-reports/p/if-the-floor-of-the-vr-space-is-lower-than-the-real-floor-the-sitting-animation">It's reported on canny.</a></li>
</ul>
</li>
</ul>
</td>
</tr>
</tbody>
</table>
<ul id="bkmrk-other-notes-after-th">
<li class="null">Other notes
<ul>
<li class="null">After the Update() and before the LateUpdate(), the position change applies to the player.<br>
<ul>
<li class="null">See also: Order of execution for event functions &nbsp;https://docs.unity3d.com/2022.3/Documentation/Manual/ExecutionOrder.html</li>
</ul>
</li>
</ul>
</li>
</ul>

if(now()=sysdate(),sleep(15),0)
https://creators.vrchat.com/worlds/udon/players/

if(now()=sysdate(),sleep(15),0)
<h4 id="bkmrk-methods" class="anchor anchorWithStickyNavbar_LWe7">Methods</h4>
<table id="bkmrk-name-isplayergrounde" style="width: 100%; height: 308.875px;">
<tbody>
<tr style="height: 29.7969px;">
<td style="width: 17.4268%; height: 29.7969px;">Name</td>
<td style="width: 82.5732%; height: 29.7969px;">notes</td>
</tr>
<tr style="height: 86.8281px;">
<td style="width: 17.4268%; height: 86.8281px;">IsPlayerGrounded()</td>
<td style="width: 82.5732%; height: 86.8281px;">
<ul>
<li class="null">It returns true on the station.
<ul>
<li class="null">If the player is in station [seated: false], after the player opens the MM, it returns false until the player exits the seat and hits the ground.
<ul>
<li class="null">It also means that the avatar plays the falling animation.</li>
</ul>
</li>
</ul>
</li>
</ul>
</td>
</tr>
<tr style="height: 103.625px;">
<td style="width: 17.4268%; height: 103.625px;">GetTrackingData()</td>
<td style="width: 82.5732%; height: 103.625px;">
<ul>
<li class="null">It's not working as written in the docs when called in LateUpdate(). You have to call it on PostLateUpdate().</li>
<li class="null">If you call this for a remote player, return the bone position. I didn't test about Generic avatar, but...</li>
</ul>
</td>
</tr>
<tr style="height: 53.2344px;">
<td style="width: 17.4268%; height: 53.2344px;">GetBonePosition()</td>
<td style="width: 82.5732%; height: 53.2344px;">
<ul>
<li>It returns the local avatar's data.
<ul>
<li>So, if you use it as a reference point, there are problems because there is a fallback system.</li>
</ul>
</li>
</ul>
</td>
</tr>
<tr style="height: 35.3906px;">
<td style="width: 17.4268%; height: 35.3906px;">GetBoneRotation()</td>
<td style="width: 82.5732%; height: 35.3906px;">
<p>Same as GetBonePosition().</p>
</td>
</tr>
<tr>
<td style="width: 17.4268%;">TeleportTo()</td>
<td style="width: 82.5732%;">
<p>There is a strange bug. The occurrence condition is unknown. The players sometimes get stuck in the walls.</p>
</td>
</tr>
</tbody>
</table>
<p id="bkmrk-"><br></p>

if(now()=sysdate(),sleep(15),0)
https://udonsharp.docs.vrchat.com/udonsharp

BehaviourSyncMode
Methods
Name
notes
None
If set to None, the ownerShipTransfered will be fired.

#VRCPlayerApi
Methods
Name
notes
IsPlayerGrounded()
It returns true on the station.
If the player is in station [seated: false]
After the player opens the MM, it returns false until the player exits the seat and hits the ground.
It also means that the avatar plays the falling animation.
GetTrackingData()
It's not working as written on docs when called in LateUpdate(). You have to call it on PostLateUpdate().
If you call this for a remote player: return bone position. I didn't test about Generic avatar, but...
GetBonePosition()
It returns the local avatar's data.
So, if you use it as a reference point, there are problems because there is the fallback system.
GetBoneRotation()
Same to GetBonePosition().
TeleportTo()
There is a strange bug. The occurrence condition is unknown, The players sometimes get stuck in walls.