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DanceXR 2026.10 Release Notes

DanceXR 2026.10 is the biggest DanceXR Native update so far. A new raster renderer brings Native to PCs without a ray-tracing GPU, and the app now picks suitable graphics settings by itself on first launch. Characters gain a wet skin and fluid effect, a procedural cloth garment, and much more adjustable hair and softbody physics. An auto camera, shuffle, and video backdrops round out playback, while VR can now be entered and left without restarting. The Unity app receives a focused set of fixes.

What is New

DanceXR Native runs on more PCs

  • Native now includes a raster renderer alongside the path tracer, in the same app. PCs with integrated graphics or without ray-tracing support can now run Native instead of being turned away at startup.
  • New quality tiers let you choose between the path tracer, three raster levels, a Toon look, and a Minimal level for the weakest hardware.
  • On a ray-tracing GPU, raster mode can add ray-traced shadows, reflections, and global illumination for a look closer to the path tracer at a fraction of the cost.
  • DLSS and FSR upscaling are available in raster mode, so GPUs without DLSS can upscale too.
  • On first launch, Native measures your GPU and chooses the renderer and quality level for you. Use Detect best settings in System > Graphics to run it again at any time.
  • The path tracer itself is faster, and no longer requires an NVIDIA GPU to start.

Toon and unlit shading

  • Models authored for MMD-style toon shading can now be shown that way in raster mode, with the model’s own toon ramp, sphere map, and outline.
  • Choose Lit, Toon, or Unlit per material, per material group, or for a whole character. The choice is saved with the model.

Wet Skin & Fluid (Pro)

  • Water droplets land on a character, run down the body, merge, and leave a wet trail behind them.
  • Droplets respond to the character’s own motion: a fast swing carries water along a limb and can throw it off.
  • Works on skin and clothing together, with wet-look hair and a sparkle effect for water in the air.
  • Settings are saved with each model.

Cloth and physics

  • Add a procedural cloth garment to any character. The skirt fits itself to the character’s waist, collides with the body, and comes with presets you can extend with your own.
  • Hair, clothing, and softbody physics are now organized into named groups, each with its own tuning, on/off switch, and presets. Pick bones directly in the viewport when setting a group up.
  • Softbody motion follows fast movement more closely and settles sooner, with new swing limit and damping controls.
  • Physics is smoother at uneven frame rates, and PMX models use their authored per-body friction.

Auto camera, shuffle, and playback

  • The new Auto camera cuts a dance into shots on the beat, with controls for pace, movement, angles, and how close the camera gets.
  • Set a song’s tempo with Tap beat, or enter BPM and beat offset directly. Timing is remembered per song.
  • Shuffle picks the next dance or swaps in another actor, and learns from what you watch. You can also have it offer three choices.
  • New playback modes: single, loop single, list, loop list, and shuffle.
  • Play a video on the room’s front wall as a lit screen or an LED wall, in sync with the music, with the option to use the video’s own soundtrack.
  • A practice mirror can cover the room’s front wall, and the room’s windows can now have glass.

VR

  • Enter and leave VR without restarting, or set Native to start in VR.
  • Desktop and VR keep separate graphics settings, and each headset keeps its own. A first VR session tunes itself in about ten seconds.
  • Foveated path tracing lowers the cost of the edges of your view, and follows your gaze on headsets with eye tracking. An optional focus inset sharpens the center of the view.
  • Choose which OpenXR runtime Native uses without changing your PC’s default.
  • New recenter, eye-tracking calibration, locomotion settings, and remappable buttons for VR controllers, gamepad, and keyboard.
  • The raster renderer is available in VR.

Better model and motion compatibility

  • XPS models are now fitted to motions the same way PMX models are, so feet stay planted instead of sliding.
  • Feet lifted by the motion are no longer pulled back to the floor.
  • Motions converted from game rigs can be corrected with a per-motion Center pivot setting. Music offset and rest pose (including T-pose) are also set per motion and apply to every character using it.
  • A new bone mapping editor fixes models whose bones are not recognized automatically, and automatic recognition has improved.
  • Helper bones on converted game models are now driven, fixing pinched hips and joints.
  • XPS dressing groups let you switch optional outfit parts on and off.
  • Characters with eyelid bones now blink and move their eyelids with their gaze.
  • Zip files containing several PMX models let you choose which one to load.

Lighting

  • Repeat a light as a fan, grid, or row, and let spot lights follow actors automatically.
  • Sun brightness is now separate from sky brightness.
  • Skin, hair, and outfit material groups gain group-wide subsurface scattering, surface detail, and visibility controls.

Quality-of-Life Improvements

  • Sliders have -/+ buttons, mouse-wheel adjustment, and a number pad for exact values.
  • Menus have been reorganized to reduce scrolling, and playback controls now live in the Motion menu.
  • A built-in Dummy figure can be loaded as an actor, so you can try a motion without a model of your own.
  • A Load mode switch chooses whether a new character replaces the cast or joins it.
  • System settings are remembered separately from the scene, and the last session restores more reliably.
  • If content causes Native to crash during startup, the next launch skips it instead of crashing again.
  • Japanese and other CJK names display correctly throughout the menus.
  • Desktop 3D output adds side-by-side and red/cyan anaglyph modes.
  • Models with incorrect texture paths load their textures more often.
  • A master volume control has been added.

DanceXR HD, LW, and RT

  • Feet lifted by the motion are no longer pulled back to the floor by feet adjustment.
  • The auto camera no longer repeats the same few shots, cuts on the beat, and uses mirrored angles.
  • Startup is protected against saved content that crashes the app.
  • Restore purchase works again.
  • AR start failures are now reported.
  • Fixed objects slowly creeping across surfaces they should rest on, and a memory leak in colliders.

In This Update at a Glance

  • A raster renderer that brings Native to PCs without ray tracing
  • Automatic graphics detection on first launch
  • Toon and unlit shading for MMD-style models
  • Wet Skin & Fluid for Pro users
  • A procedural cloth garment and per-group physics tuning
  • Auto camera, tap beat, shuffle, and new playback modes
  • Video backdrops and a practice mirror
  • Runtime VR switching, per-headset settings, and foveated path tracing
  • Firmer footing and better bone mapping for XPS models
  • Light arrays and actor-following spots
  • Precise slider input and reorganized menus

DanceXR 2026.10 opens Native to far more hardware while adding the physics, camera, and VR features that make it a fuller place to watch and build a performance.