Beta 2026.4.9.1303
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Beta 2026.4.9.1303 is a Resonite version released on 2026/04/09.
The following notes were sent by Frooxius:
- Hey @Updates, I've got another build for you! This is pretty much various bug fixes & maintenance update.
- This build might actually fix the crash when switching controllers/hand tracking with Quest (huge thanks to @Flux for helping narrow down the potential cause) - please give it a test and let us know if the issue still occurs!
- If you're using OSC listener, you no longer need to ensure that there's only one active component for a given port - it now uses a shared listener in the background, so you can have as many as you want without having them interfere with each other!
- The new SkinnedMeshRenderer also got a bunch of bug fixes. Some of them might change the behavior a bit due to being calculated incorrectly for some cases before - you'll need to re-adjust those.
- Also, yt-dlp got some improvements from @Gawdl3y and @Baplar too!
Tweaks:
- Added web_safari client option to yt-dlp by default (contributed by @Baplar)
- This should improve YouTube video quality for YouTube Premium users when using cookies
- PR: https://github.com/Yellow-Dog-Man/NYouTubeDL/pull/4
- Updated a number of dependencies to latest versions (mostly official .NET libraries like System.Text.Json and others)
Fixes:
- Fixed yt-dlp not being able to find JavaScript runtime (@Nytra, @troyBORG, @Dante, dragos240 in issue #6263, fixed by @Gawdl3y)
- Reworked OSC Receiver to use a global per-port handler shared across all the worlds
- This fixes OSC Receiver not listening when there are multiple active instances - either in the same world or in different worlds (reported by @epiceaston197, @shadowpanther, @ultrawidegamer, @emergencytemporalshift, @Flame Soulis, issue #1885 and @Modern, issue #1910)
- Fixed SkinnedMeshPositioner breaking on meshes without tangents or normals (reported by @Modern, @Venport, issue #6410)
- It will use a fallback method to compute coordinate space if those are missing
- It's strongly recommended to have those calculated on the mesh itself though, as fallbacks will be less robust
- Fixed transform of SkinnedMeshRenderer incorrectly affecting positioning of SkinnedMeshPositioner (reported by @Modern, mxjessie, issue #6411)
- Existing instances will be auto-upgraded to compensate, but might cause differences in positioning/scale
- Fixed inaccuracies in SkinnedMeshPositioner due to reversed order of operations between blendshapes & bones
- Note this can cause positioning to change for existing instances. You'll need to re-adjust those manually
- Potentially fixed crash when swapping controllers to hand tracking (reported by @Zyro, @Modern, @ohzee, @Flame Soulis, @Cleafspear, @Merith, @Flux, @Kodu, Mrdabup, @KarasuTengu, @Stella, @Mint_Shock, issue #3066)
- Huge thanks to @Flux for narrowing down the potential cause
- Please give this a test! I'm not sure if this actually fixes the issue or not for sure