Eng 繁中 日本語 한국어 简中

DanceXR 2025.12 Release Notes

This month is mostly a stability release that focuses on a few known issues on various platforms.

Foveated Rendering Support

  • Added support for OpenXR foveated rendering
  • Works on supported PC VR headsets
  • Works on Quest Standalone in both AR and VR modes
  • Settings in VR mode, under VR settings on top of the scene menu
    • Foveated Rendering Level: Set foveated rendering level, 0 is disabled, 1 is high.
    • If foveated rendering is not supported, it display a message saying “Foveated Rendering Not Available” instead
  • Settings in AR mode, for the Mix version on Quest only, under AR settings on top of the scene menu
    • Foveated Rendering Level: Set foveated rendering level, 0 is disabled, 1 is high.
    • If foveated rendering is not supported, it display a message saying “Foveated Rendering Not Available” instead

FBX Model Physics Improvements

Thanks to feedback from the community we have addressed a few issues with the physics of FBX models. Due to the way the bones structures are designed, it is quite common that each bone’s initial rotation is different and we had to apply a rotation to each bone to make physics work as expected. 2025.12 should have addressed most of the physics issues with FBX models, but if you find any models that are not working as expected, please let us know.

New Idle Motion

We’ve been experimenting with new procedural motion control in order to open up new possibilities for better character controls. As part of this effort, we’ve added a more natural idle motion using the new tools we developed. More improvements will be coming for procedural motion control in future releases.

Bug Fixes and Improvements

  • Fixed Quest AR version
  • Refined graphics presets for Android and LW versions. (Some devices don’t support MSAA well)
  • Detects headset availability and init VR automatically if you choose to start VR on start
  • Fixed various minor bugs and improved stability