Uploaded April 2026 | Updated September 2026, 2 weeks ago
Support development at: patreon.com/resonite
Official website: resonite.com
00:00:00 Intro
00:01:05 SEM(ScanningElectronMicroscope) by JAG
00:14:54 旭文化住宅 Asahi Bunka Jutaku by wanduoying
00:42:04 thrift rich by Meangecko
00:46:05 ResoFair - レゾフェア (MMC26) by Metaverse Academia
01:16:25 Robotics Base : Ni9 by OGURI
01:21:23 SCUR (Script Creation Utility for Resonite) by underdogs
01:30:30 SERAPHIM by HamoCorp
01:52:48 Light Cookie Bakery by Redd
01:58:29 Extension to Imaginary–Dual Space by υμβραν
02:07:07 Feeling Small by Motion
02:12:38 Outro
Support development at: patreon.com/resonite
Official website: resonite.com
00:00:00 Intro
00:01:05 SEM(ScanningElectronMicroscope) by JAG
00:14:54 旭文化住宅 Asahi Bunka Jutaku by wanduoying
00:42:04 thrift rich by Meangecko
00:46:05 ResoFair - レゾフェア (MMC26) by Metaverse Academia
01:16:25 Robotics Base : Ni9 by OGURI
01:21:23 SCUR (Script Creation Utility for Resonite) by underdogs
01:30:30 SERAPHIM by HamoCorp
01:52:48 Light Cookie Bakery by Redd
01:58:29 Extension to Imaginary–Dual Space by υμβραν
02:07:07 Feeling Small by Motion
02:12:38 Outro










![The Splittening - Textures over IPC!
After much turmoil of one rabbit hole leading to another rabbit hole... Textures work now! :D This makes the visuals starting to resemble what theyre supposed to! And Ive got a bunch of big things out of the way too (like actually switching all the individual projects to .NET 9.0 from .NET Framework and dealing with resulting issues).
Whats really cool about this... all of these textures youre seeing came from completely separate process. On FrooxEngine side, the bitmap classes have been reworked to support arbitrary memory backing buffers for the actual data - meaning the data can be stored directly in shared memory, instead of just managed byte[] array.
This way, when FrooxEngine loads textures, it allocates a block in the shared memory pool (which is dynamically expanding) and all the texture loading & processing happens within that region of memory, avoiding need for copying the memory and slowing down the process (even though copying memory is pretty fast, it adds up if you do it for everything, so being able to avoid it completely helps).
Unity side then accesses that exact same chunk of memory and pretty much pushes it to the GPU as is, making those textures appear!
Theres still stuff that I need to test and probably some edge-case bugs, but overall it works!
Theres also other types of textures - Cubemaps & Texture3Ds are mostly implemented (they share large chunk of implementation with this), but theres a few other types that will take more or less doing (RenderTextures, Desktop Texture & VideoTextures - with video textures being most complicated/special due to time sync & audio).
But this is another good milestone to hit! Ill probably start expanding to more renderable components now - skinned meshes, lights, reflection probes (which will allow testing cubemaps), skyboxes and such.
Support development at: https://patreon.com/resonite
Official website: https://resonite.com The Splittening - Textures over IPC!](https://i.ytimg.com/vi/eFflA782KTE/mqdefault.jpg)