
DanceXR 2026.4 delivers the largest physics overhaul in the app's history with the introduction of the XPBD (Extended Position Based Dynamics) rigid body simulation system. PMX model physics can now be simulated using the new solver — you can toggle between the old and new systems at any time in the Physics Mode setting. The new system supports box, capsule, sphere, and cylinder rigid body shapes, with ball, hinge, prismatic, fixed, and soft fixed joints. A new ragdoll system built on XPBD joints is also included, with full rigging integration. Cloth and hair particles now collide properly with XPBD rigid bodies, and full self-collision with friction is supported. Tetrahedron-based soft body simulation has been added for more realistic deformation of soft objects. Character movement has been improved with a new full-body IK pass for better pose solving. Foot planting and lifting during walking is smoother thanks to a refactored foot state system. Procedural idle motion has been added so characters feel more alive when standing still. On the performance side, a new Bounding Volume Hierarchy (BVH) with Morton-code sorting significantly speeds up collision queries in complex scenes. Collision solving can now run in parallel using Burst-compiled jobs — toggle this with the Parallel Solving option in simulation settings. For full details, visit: [DanceXR Release Notes 2026.4](https://vrstormlab.com/dancexr/releases/2026.4)
Available now on beta branch, will be published to default in a few days.