Resonite
Steam News 11 February 20263mo ago

2026.2.11.1336 - ResoniteLink reflection & improvements, texture (un)packing...

Hello everyone! I got another build for you with a bunch of goodies! It took a bit through combination of a bunch of administrative/internal work I was busy with and being extra careful around MMC and smoke testing this…

Update log

Full Resonite update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hello everyone!

Extracted changes

0 fixes8 additions3 changes0 removals
  • Compatibility
  • Gameplay
  • Security
  • UI and audio
  • Store
changedI got another build for you with a bunch of goodies! It took a bit through combination of a bunch of administrative/internal work I was busy with and being extra careful around MMC and smoke testing this build in the `prerelease` channel.
changedThere's a lot of additions and improvements for ResoniteLink! Dynamic reflection, batching, lots of bugfixes and improvements! ResoniteLink library is updated to 0.7.0 from 0.4.0! Check the library changelog here: https://github.com/Yellow-Dog-Man/ResoniteLink/releases
addedThere's also a new texture packing & unpacking wizard! This should make it much simpler preparing various textures to work with shaders without having to leave Resonite.
addedThere's also new mesh processing option! If you ever brought in an avatar that has a bunch of props that are shown/hidden through blendshape (e.g. glasses), you can now easily separate them into static mesh within Resonite!
changedAnd last, but not least, there's bugfixes and security improvements!
addedNew Features:Added texture packing and unpacking wizards (issue #2740, implementation and UI by @Ryuvi) -- These wizards can be created from the Create New dialog using a Dev Too. They can be found in the "Editor" category. -- The wizards utilize a UI created by the art team, however they will fall back to a simpler one if the UI cannot be spawned.

I got another build for you with a bunch of goodies! It took a bit through combination of a bunch of administrative/internal work I was busy with and being extra careful around MMC and smoke testing this build in the `prerelease` channel.

In case you missed it, check out the awesome trailer for the Metaverse Maker Competition (MMC)! It's still not too late to join and compete for prizes.

There's a lot of additions and improvements for ResoniteLink! Dynamic reflection, batching, lots of bugfixes and improvements! ResoniteLink library is updated to 0.7.0 from 0.4.0! Check the library changelog here: https://github.com/Yellow-Dog-Man/ResoniteLink/releases

Shoutout to @art0007i, @xekridragon, @jackthefoxotter and @.snooper for making their first contributions!

There's also a new texture packing & unpacking wizard! This should make it much simpler preparing various textures to work with shaders without having to leave Resonite.

We now also have a component to flag AI generated content. This will automatically tag it, allowing anyone to filter it easily. We're still working on official AI policy, so that will come soon.

There's also new mesh processing option! If you ever brought in an avatar that has a bunch of props that are shown/hidden through blendshape (e.g. glasses), you can now easily separate them into static mesh within Resonite!

And last, but not least, there's bugfixes and security improvements!

New Features:

- Added texture packing and unpacking wizards (issue #2740, implementation and UI by @Ryuvi) -- These wizards can be created from the Create New dialog using a Dev Too. They can be found in the "Editor" category. -- The wizards utilize a UI created by the art team, however they will fall back to a simpler one if the UI cannot be spawned.

- Added dynamic reflection support for ResoniteLink -- This allows to enumerate supported components and their members -- It also provides API to fetch structured type data. This data should be sufficient to generate bindings that mirror the data model -- See the PR for ResoniteLink library to see what types were added: Add Reflection support ResoniteLink#65 -- You can also use the UnitySDK code as reference (note that this is still in heavy development) which was used to co-develop this: https://github.com/Yellow-Dog-Man/Resonite.UnitySDK - Added support for Rect & RectInt types to ResoniteLink - AddSlot/Component with ResoniteLink now responds with the ID of the newly added entity (requested by @earthmark, ResoniteLink issue #33) - Added support for SyncType fields for ResoniteLink (requested by @jackthefoxotter, ResoniteLink issue #81)

- Added support for batching data model operations in ResoniteLink (requested by @luxkitty, ResoniteLink issue #20) -- This allows executing a number of data model operations without any engine updates in between

- color32 is now fully supported datatype in the data model, fixing crashes when it's introduced into it (reported by @xekridragon, ResoniteLink issue Pulse Random Node #67) - Regenerated auto-generated nodes & casts -- Previously unsupported types & type variations should now be properly supported

- Added "Separate Blendshape Into Static Mesh" operation for blendshapped on SkinnedMeshRenderer (issue #6240) -- You can activate this by clicking on the button next to the blendshape you want to split out -- This will take any geometry affected by given blendshape and separate it into a static mesh from the rigged mesh -- The static geometry will have all blendshapes baked in their current state at the time of separation -- This is very useful for separating props on avatars that are baked into the rig and have blendshapes to show/hide them (glasses, held items, etc.)

- Added AI_GeneratedContent component

Source

Steam News / 11 February 2026

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