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>>240049019
According to some guy on the vrchat d*scord
>10:53 AM] Adeon Writer: “ Immobilize” will pin your hip to where it should be but the users view position may not be anywhere near their head. It is best not to use it. If you do not use immobilize are free to walk around in station-relative-space as long as they do not use the analog stick, also their avatar will never look broken for themselves but they may be offset slightly from the chair. This is the more preferable option for vr users
If you search around, there are a few more musings from map makers, but nothing solid.
From my own experience with avatars on chairs, there are some weird interactions with rigidbodies and colliders as well to worry about. I have a VRC_Station which is fix-jointed to my avatars Head gameobject in the armature (it's fixjointed to avoid the seat being mispositioned locally, since vrchat shrinks the head gameobject to 0 so your camera doesn't interfere). If I set it to "Immobilize" people would fly off into space when they got in the chair. Set to "Mobile", it doesn't occur, and they're still fixed in the chair on my head. Best to try out all the options for your own setup. Upload variants, ask people to test.
One thing to make sure of is to not uncheck the "Seated" option in VRC_Station. If you do, anybody who gets in your avatar chair and leaves it will be unable to move with the stick until they either get into another chair (with Seated checked) and leave again, or restart the whole game. I dunno what it's even supposed to do, but it's bugged nonetheless.
One other helpful thing with avatar chairs is that if you stick a collider (box, capsule, mesh) on the same gameobject with the VRC_Station script, it'll change the activation area for people getting in the chair, which is by default a 1x1x1 cube, pretty big and intrusive sometimes.