Resonite Adds Steam Frame Eye Tracking, Controller Bindings

Resonite, the creator-focused social VR platform from Yellow Dog Man Studios, now has native Steam Frame support for PC VR streaming. Two builds released this week add dedicated controller bindings, a new ProtoFlux node for raw Frame controller inputs, and two separate routes for eye tracking: Valve’s own Steam Link, and the community-built Babble Frame Runtime.

The important caveat comes first: Resonite still runs on a PC. The headset streams it. A version running directly on Steam Frame’s own hardware is listed as future work, so owners without a gaming PC gain nothing from this update yet.

Resonite social VR world from Yellow Dog Man Studios, where users build interactive objects together
Resonite worlds are built by users inside the app. Image: Yellow Dog Man Studios via Steam

What the two builds change

Build 2026.10.27.1325 went out on October 27 at about 6:20 PM ET and was the larger release. According to the official patch notes, Resonite now recognizes Steam Frame controllers, maps its actions to them with dedicated bindings, and reads eye tracking from Steam Link automatically when that option is enabled. Lead developer Tomáš “Frooxius” Mariančík wrote that the bindings are a first pass and that some planned changes, such as moving actions off the secondary axis, need deeper work on Resonite’s input system.

Build 2026.10.29.1239 followed on October 29 at about 5:28 PM ET. Its patch notes add support for Babble Frame Runtime through Resonite’s existing Babble OSC driver, add pupil dilation, and tune the controller feel based on user reports.

FeatureBuildWhat it does
Frame controller bindingsOct 27Dedicated mappings for Resonite actions; more changes planned
Steam Frame controller ProtoFlux nodeOct 27Exposes raw controller inputs to creators’ objects
Steam Link eye trackingOct 27Detected automatically when enabled in Steam Link; custom ports set in settings
Babble Frame Runtime eye trackingOct 29Uses the Babble OSC driver; enable Babble OSC output on the headset
Pupil dilationOct 29Supported through the Babble route
Grip and trigger tweaksOct 29Higher grip threshold; trigger helps align held items
Native standalone ResoniteNot yetDescribed as future work
Sources: Resonite patch notes for builds 2026.10.27.1325 and 2026.10.29.1239.

Two eye-tracking routes, and why that matters

Steam Link is the simple path. If eye tracking is switched on in Steam Link, Resonite should pick it up with no extra setup. Users who changed the default port need to match it in Resonite’s settings.

The Babble route is for users who want more expression data. Babble Frame Runtime is an open project from Project Babble that runs on the Steam Frame itself. Its V1.0 release on October 17 read eye openness, widen and pupil dilation from the Frame’s eye cameras, and supported mouth tracking only through a separate Babble USB face tracker plugged into the headset. V1.1, released October 24, added a “Babble OSC” output in the format Resonite already understands, which is the piece that made this week’s integration possible. V1.2 followed on October 26 to fix eyes that did not close fully.

Installation is still manual. The runtime’s own instructions tell owners to switch the Frame to Desktop Mode, open the Konsole terminal and run an install script; a Steam release is planned, per MIXED. On the Resonite side, users enable Babble OSC output on the headset, and the developer says leaving the address set to the Steam Link host should work.

The October 29 build also fixes a quiet bug: pupils could freeze when more than one eye-tracking driver was present and the active one did not supply pupil data. Anyone who tried both routes earlier in the week should update.

What creators get

Resonite’s audience is builders, and the new controller node is aimed at them. It exposes the raw Frame controller inputs inside ProtoFlux, Resonite’s visual scripting system. The patch notes list some quirks: the D-pad and ABXY buttons share outputs and are labeled for both hands, the System button click is mapped but is not normally sent by the runtime, and touching any part of the D-pad appears to trigger touch for every direction. Those notes are useful for anyone designing Frame-specific interactions.

The October 27 build also reworked Gaussian splat import. PLY and SPZ files that previously failed should now load, the SOG format is supported, and the decoder is an MIT-licensed port called Splat.NET. That is not Frame-specific, but splats are becoming a common way to bring scanned real places into social VR.

Our take

Resonite is free on Steam, so the cost of trying this is zero for anyone who already streams PC VR to a Steam Frame. The bigger signal is how the Frame’s eye-tracking ecosystem is forming. Social platforms are not waiting for one official pipeline: VRChat is testing native face tracking, and Resonite now accepts both Valve’s stream and a community runtime. That flexibility is good for users, but it also means eye and face data moves through more software. Our analysis of eye-tracking privacy explains why that data deserves care.

For context on the hardware side, see our coverage of Steam Frame’s mainline Linux 7.4 support and SteamVR 2.18’s Steam Frame fixes. New to the space? Start with our plain-English guide to the metaverse.

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