What you can do
VRChat SDK › VRCForward holds setup, activation and diagnostics in one place.
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Make avatars in Unity 6
Build & Test and Build & Publish from the normal VRChat SDK panel, like always.
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Use Unity's Audio Random Containers
Let one sound source pick a different clip each time, or play through a playlist.
Create an Audio Random Container from Assets › Create › Audio, add AudioClips to its list, and assign it to an AudioSource's Audio Resource field on the avatar. Build through the SDK.
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Cap texture array sizes
Set mip limits on texture arrays, so they don't always load at full size.
Add a mip-limit group in Project Settings › Quality, link it in VRCForward's Texture array policies, then enable Use mip limits on the Texture2DArray and choose its Mipmap group.
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Use negative values in textures
Give shaders signed texture data directly, without packing it into regular color textures.
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Test in your own client
Build & Test copies the avatar to your local VRChat client, on Windows or Linux/Proton.
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Catch edits that would break it
If an edit would break an open avatar, VRCForward keeps the previous setting and tells you why.
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Avatar check
Lists what VRCForward will prepare, and anything that blocks the build.
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Build history
Compares size, build time, editor and SDK versions across past builds.
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Client profiles
Save named profiles to switch between VRChat installations or Proton prefixes.
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Scene autosave
Optional and off by default. Keeps rotating recovery copies while you work.