>>376907701
it depends. vrchat is a relatively thin layer over base unity + photon networking + steamvr, so some skills are transferrable. The most annoying part is adapting regular unity C# onto the limitations of Udonsharp, as well as other quirks of vrchat's API and networking. The runtime limitations of vrchat also apply, so e.g. don't expect to make a (good) FPS with 400ms of round-trip latency. But getting to start with working networking, voice chat, avatars, basic joystick locomotion and controls is still a huge boon for testing out VR game mechanics compared to base unity, as well as actually getting players to play your game.