>>279902116
it's literally complied into assembly bytecode, and runs on it's own VM parallel to vrchat. You can make "subgraphs" as subroutines and call them inside individual programs on gameobjects, or call udon programs from other udon programs, get data in and out, get playernames, set velocity and every other unity property on players and objects and any value on any whitelisted asset package too, change things like jump height and movement speed and even movement behavior on the fly, tie events to particle on hit or object collision or fuck, anything. 
Basically it's just unity scripting but a little locked down and made visual in a node graph for ease of use.
some very smart people are making some very crazy things with it already.