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chore: release v0.24.0 - #139

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chore: release v0.24.0#139
github-actions[bot] wants to merge 1 commit into
mainfrom
tegami/version-packages

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@github-actions github-actions Bot commented Sep 3, 2026

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Summary

All bumped packages.

Package From To
@reactunity/create 0.23.2 0.24.0
@reactunity/material 0.23.2 0.24.0
@reactunity/renderer 0.23.2 0.24.0
@reactunity/scripts 0.23.2 0.24.0

Changelogs

2026-09-03-7b3e41.md

Show Bumped Packages (1)
Package Bump
npm:@reactunity/renderer minor

A Vite preset for ReactUnity apps

@reactunity/renderer/vite configures Vite the way a ReactUnity app needs it, so a project's whole
config is:

import reactUnity from '@reactunity/renderer/vite';
import { defineConfig } from 'vite';

export default defineConfig({ plugins: [reactUnity()] });

Output goes into the Unity project. The preset walks up from the Vite root looking for an
Assets folder beside a ProjectSettings/ProjectVersion.txt, testing each ancestor and one level
below it, and builds into that project's Assets/Resources/react. Both layouts are found: the app
inside the project, and the app beside it. unityProject and assetPath say it outright when the
guess is wrong, and it stays out of the way entirely if the config already sets build.outDir.

The output folder is cleaned, and the .meta files survive. Unity writes a .meta beside every
asset, and the GUID in it is what scenes and prefabs reference — so emptying the folder the way Vite
would means every rebuild mints new GUIDs and breaks whatever pointed at the old ones. The clean
deletes the output and leaves the metas, and once the build has written its files it drops only the
metas whose asset did not come back, along with any directory the build left empty. A build that
fails leaves the metas alone, so the next successful one restores the files under their original
GUIDs. preserve exempts paths the build does not own, and the clean refuses outright to run on a
directory that is not plausibly build output — a package, a repository, an Assets folder, or
anything containing the Vite root.

For the same reason, output filenames carry no content hash by default: a hash renames the file on
every build, which costs it its meta. hashFileNames: true restores Vite's naming.

Emitted assets carry their extension twice, so index.css is written as index.css.css. Unity
finds a resource by its path minus the last extension, which makes assets/index.js and
assets/index.css the same resource -- and asking for the script could hand back the stylesheet, to
be run as JavaScript. Doubling puts the type back into the name the lookup uses. Content hashes did
this by accident before; without them it has to be deliberate.

Assets are never inlined. Vite turns a file under 4 kB into a data: URI, and Unity loads an
asset URL through its own loaders — so a small image that got inlined stopped resolving. The limit
is 0, which is where react-unity-scripts had it too.

CSS is emitted for an old browser. ReactUnity's CSS subset does not know oklch(), color-mix()
or nesting, and a stylesheet that uses them silently loses those declarations. build.cssTarget
defaults to chrome87, which is what makes Lightning CSS lower them on the way out — enough that
Tailwind v4's palette arrives as hex.

Vite's devtools and the HMR error overlay are off. Neither has anywhere to draw in Unity, and an
overlay rendered into a page nobody is looking at only hides the console message.

Everything the config sets itself wins — the preset only fills in what was left out — and
react: false drops @vitejs/plugin-react for a project that wants to configure React itself.

Publish

The following packages will be published if merged:

Package Version Registry
@reactunity/create 0.24.0 npm
@reactunity/material 0.24.0 npm
@reactunity/renderer 0.24.0 npm
@reactunity/scripts 0.24.0 npm

@github-actions

github-actions Bot commented Sep 3, 2026

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Unit Tests 6000.1.9f1

0 tests  ±0   0 ✅ ±0   0s ⏱️ ±0s
0 suites ±0   0 💤 ±0 
0 files   ±0   0 ❌ ±0 

Results for commit 5e06696. ± Comparison against base commit f785a0a.

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