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jsantos
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[Release Candidate] NoesisGUI v4.0

13 Jul 2026, 11:45

Noesis 4.0 Beta – Full Engine & Platform Parity!

Today marks a massive milestone for the team and the community. We have finally achieved full feature alignment for Noesis 4.0. This is the very first beta build that includes ALL platforms and ALL engines simultaneously, featuring our major new addition: Noesis Studio.

Whether you are working in C++, Unity, Unreal, or C#, everything is ready for testing as we head into the final stretch.

📝 Documentation & Logs
🛠️ C++ Native SDK Supported Platforms:
  • Windows (x86, x86_64)
  • UWP (x86_64)
  • iOS (arm, arm64)
  • macOS (x86_64, arm64)
  • WebGL (wasm)
  • Android (arm, arm64, x86, x86_64)
  • Linux (x86_64, arm, arm64)

🎮 Unity Package Supported Platforms:
  • Windows (x86, x86_64)
  • UWP (x86_64)
  • iOS (arm, arm64)
  • tvOS (arm64)
  • macOS (x86_64, arm64)
  • WebGL (wasm)
  • Android (arm, arm64)
  • Linux (x86_64)

⚡ Unreal Engine Plugin Supported Platforms:
  • Windows (x86_64)
  • iOS (arm, arm64)
  • macOS (x86_64, arm64)
  • WebGL (wasm)
  • Android (arm, arm64, x86, x86_64)
  • Linux (x86_64)

💻 C# Managed SDK
Please put this preview through its paces, try out Studio, and share your feedback here. We're incredibly excited to cross the finish line with you all next month!

Note: Consoles and Symbols are available via private downloads for PRO users.
 
Yolkin Games
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Re: [Beta 14] NoesisGUI v4.0

13 Jul 2026, 12:05

Wow, I didn't expect my morning to be this pleasant. This is a real game changer for me (or at least that's how it looks like from the release notes), I'll get to it immediately.

Thank you!
 
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stonstad
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Re: [Beta 14] NoesisGUI v4.0

14 Jul 2026, 16:18

Congratulations! No one works harder than the Noesis team!
 
Yolkin Games
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Re: [Beta 14] NoesisGUI v4.0

15 Jul 2026, 10:54

Dear team,
I've assembled a few reproducing bug cases relevant to beta 14 here: https://github.com/yolkin-games/noesis-repro
 
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jsantos
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Re: [Beta 14] NoesisGUI v4.0

15 Jul 2026, 14:23

I've assembled a few reproducing bug cases relevant to beta 14 here: https://github.com/yolkin-games/noesis-repro
Thank you for this!
 
Yolkin Games
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Re: [Beta 14] NoesisGUI v4.0

15 Jul 2026, 16:25

No worries, Im glad if I could be of help.

One other issue I am now banging my head against - is getting visual artifacts in docked Studio in Editor. Couldn't catch it with a screen recorder, so here is a good old iphone filming :) https://drive.google.com/file/d/1KemseY ... sp=sharing

The story.

- I started migrating from 3.2.13 to 4.0.0b14 on Monday. This involved massive refactor of most of my views, as docked studio now fails hard on things that standalone Studio silently swallowed and I've learned that even though all of my code worked at runtime - it was structurally broken for preview.
- The first thing I was fighting with - is design data location - the .noesis/data dir. Initially I had everything in Assets/UI/GlobalProjectUI.noesis + all the code organised in folders there.
- After a few attempts of getting it right I've noticed that clicking "Open Studio Project" through Unity menu results in creation of Game.noesis at a root folder, above Assets.
- So I decided I will go with the suggested approach, moved to Game.noesis under game root, moved .noesis folder next to it, and resolved all path conflicts inside everything in UI
- When I finally got rid of all red errors upon preview in docked studio and confirmed that runtime is working without change, today I turned to actually trying to design sth in the dockedstudio for the first time.

That's when I started clicking in, and found the artifacts seen on video.

The first time I got it I also received these (for some reason not getting them anymore)
[NOESIS] Buffer overflow on watched path: G:/git/Game/
So my assumption is that Noesis filesystem watcher is getting overwhelmed trying to follow all changes in game root, especially Unity library folder.

Problems I have:

1. I couldn't find what's the correct setup of Noesis project overall.
Do I need asset root? Do I need default namespace? And most importantly: how do I understand WHAT are the file paths relative to? To Asset root? To Game.noesis project location?
For example, this line:
LocSource="studio:///Game;component/Assets/1_Assets/UI/Resources/Localization/en-US/main-en.xaml"
it works now after lots of trial and error, but I don't know why :)

Also some paths are written with slashes by default, some others - without - what to trust? Look at this

<AssetsRoot>Assets</AssetsRoot>
<Allow>Assets/</Allow>

2. From what I understand the way to relieve the Noesis filesystem watcher would be to put everything inside one small UI folder in Assets, and have all relevant paths updated to point at new location. However, first I am not sure, again, what are the paths relative to. And second - I am also unsure if there are no hidden dependencies elsewhere in studio for example that "Game.noesis" should always be located at game root or sth like this.
 
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Re: [Beta 14] NoesisGUI v4.0

17 Jul 2026, 10:30

It looks like you are making great progress. :)
That's when I started clicking in, and found the artifacts seen on video.
This is interesting; I have not encountered this specific issue before. It appears to be related to the GPU. Since this is happening while using D3D12, could you try testing it with D3D11 to see if the artifacts persist? To be clear, I am not recommending a permanent switch to D3D11, but testing it will help us gather more diagnostic information.
1. I couldn't find what's the correct setup of Noesis project overall.
Do I need asset root? Do I need default namespace? And most importantly: how do I understand WHAT are the file paths relative to? To Asset root? To Game.noesis project location?
For example, this line:
LocSource="studio:///Game;component/Assets/1_Assets/UI/Resources/Localization/en-US/main-en.xaml"
it works now after lots of trial and error, but I don't know why :)
Our documentation (specifically the Unity tutorial in this case) has not yet been updated to reflect this, but we will be publishing an update very soon. The .noesis project must be located at the root of your /Assets directory. For the time being, I recommend navigating to 'Tools => NoesisGUI => Open Studio Project' and leaving the generated file in that default location, untouched. This way, the Studio and Unity runtime paths remain compatible, both starting at 'Assets/'. Relative paths are relative to the current document.
Also some paths are written with slashes by default, some others - without - what to trust? Look at this

<AssetsRoot>Assets</AssetsRoot>
<Allow>Assets/</Allow>
Thank you for pointing this out. I will make sure this formatting inconsistency is fixed.
2. From what I understand the way to relieve the Noesis filesystem watcher would be to put everything inside one small UI folder in Assets, and have all relevant paths updated to point at new location. However, first I am not sure, again, what are the paths relative to. And second - I am also unsure if there are no hidden dependencies elsewhere in studio for example that "Game.noesis" should always be located at game root or sth like this.
This is an error on our end that we need to address. Fortunately, it is not critical, so you can safely ignore it for now. A fix will be included in the next version release.
 
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Re: [Beta 18] NoesisGUI v4.0

22 Jul 2026, 10:16

Beta18 is now available for all plaforms.

Release notes will be available very soon.
 
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jsantos
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Re: [Beta 20] NoesisGUI v4.0

06 Aug 2026, 12:41

Beta 20 is now available. The next release will include a detailed changelog.

Please note that in this version, the Unity plugin is distributed as a Unity Package Manager (UPM) .tgz package. Licensees will also receive access to our private UPM repository.
 
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Re: [Release Candidate] NoesisGUI v4.0

11 Aug 2026, 03:20

This is our first release candidate for v4.0.0. While not the official launch just yet, this version is very close to the final build that will be released next week.

This is also the first version to include full release notes. You can read them here:

v4.0.0rc0 Release Notes

Your feedback is very important right now to help us polish the final touches before the official release. Please try it out and let us know what you think!

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