This site uses cookies to improve your experience. To help us insure we adhere to various privacy regulations, please select your country/region of residence. If you do not select a country, we will assume you are from the United States. Select your Cookie Settings or view our Privacy Policy and Terms of Use.
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Used for the proper function of the website
Used for monitoring website traffic and interactions
Cookie Settings
Cookies and similar technologies are used on this website for proper function of the website, for tracking performance analytics and for marketing purposes. We and some of our third-party providers may use cookie data for various purposes. Please review the cookie settings below and choose your preference.
Strictly Necessary: Used for the proper function of the website
Performance/Analytics: Used for monitoring website traffic and interactions
This release focuses on package size reduction, rendering pipeline improvements, and editor usability, alongside extensive bug fixes and platform compatibility enhancements. Detailed API names are available in the linked PR. Additional bug fixes: UiOpacity issues on Web and Native platforms. Documentation will follow.
One of the reasons the first version of the engine had so many bugs was due to insufficient testing with actual games. The Untold Engine is open-source and you can get it from our Githup repo: [link] Thank you for reading! This time around, that won't be an issue. Where can I get the Untold Engine?
Documentation: Add parentheses to method links in online class reference ( GH-102567 ). something that worked in a previous release is now broken) and significant new bugs introduced by new features. See the GitHub issue tracker for a complete list of known bugs. Editor: Fix accessing UID before first scan ( GH-102513 ).
beta 1 release last week, there have been more than 70 bugs fixed and over 100 bug reports created! Bug hunting day on Saturday 9 December. Bug hunting day on Saturday 9 December. We propose to have a special bug hunting day tomorrow (Saturday 9 December), to focus on fixing the bugs reported for the 3.0
If your Xbox account won’t link to Discord, know that you are not the only one facing this issue. Fortunately, after a few days, I managed to discover some useful methods to fix it and link my Xbox and Discord once again and you can find them below. How to fix the Xbox Account won’t link to Discord issue?
To official teams: - [ ] Check that your PR is following our [guides]([link] --> I tested it is normal,are you sure you are using 3.6.2? Or can you give a demo to see? Native doesn’t work has been fixed before.
it works for bullet physics) [link] One collider must be non trigger for this to work. I am using the Physics X as physics backend to build for native android and IOS, and i found out that if both rigidbodies with trigger collider attached, they wont generate trigger events like this document provide here. (it
Ubisoft has acknowledged an issue that is preventing subscribers from linking to its premium Ubisoft+ subscription service on Xbox. The cause is, as yet, unknown but seems to have persisted for several weeks, with some players saying it has been "over a month" or longer since they were last able to access the service on their Xbox console.
github.com/cocos/cocos-engine [bug] Memory leak in custom render pipeline. opened 01:48AM - 15 Nov 24 UTC dumganhar Bug Reported at [link] github.com/cocos/cocos-engine [bug] Alpha < 0.5 opened 01:50AM - 15 Nov 24 UTC dumganhar Bug Reported at [link] causes rendering issue on Metal backend.
<iframe width="1376" height="783" src="[link] title="cocos particle" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe> What’s the reason of this and how can I fix it?
This beta includes a few big changes which may interest a lot of users: A lot of bug fixes and improvements in these areas particularly, check out the PRs listed below: Animation, Navigation, GDScript, Rendering. In this dialog you will also find a link to an instruction on our website. ( Bug reports. GH-59810 ).
/uploads/default/original/3X/b/3/b3c4b9e44770df35260beda5c3f7d79cdb24554d.mp4 In the video, i recorded how the bug happened. I created a real curve in A.ts
Ok so I’ve spent a bit of time trying to understand the issue here and I might think this could be a bug for the engine/bundle process. I am currently in the process of migrating my backend to [ESM modules]([link] since some dependencies (in particular [node-fetch]([link] are starting to ship only ESM modules. instead of.mjs.
Here is a link to a minimalist demo program I made: wetransfer.com prefab_widget_bug.rar 1 file sent via WeTransfer, the simplest way to send your files around the world
And you can find every link ever for it on the BGP Linktree! Players quickly let us know about some brutal bugs that snuck their way into release. If you haven't heard, Battle Gem Ponies finally came out yesterday! But now we've SQUASHED the biggest ones and still have the rest already on our radar.
it works for bullet physics) [link] One collider must be non trigger for this to work. I am using the Physics X as physics backend to build for native android and IOS, and i found out that if both rigidbodies with trigger collider attached, they wont generate trigger events like this document provide here. (it
This should be a bug with camera and RT, we will fix it later. github.com/cocos/cocos-engine Adding A Render Target to Camera Causes camera.screenPointToRay to Generate Wrong Ray opened 06:09AM - 31 May 23 UTC lealzhan [link] [raycast- … demo.zip]([link] . See the GitHub issue tracker for a list of known bugs in the 4.0 Bug reports. As a tester, you are encouraged to open bug reports if you experience issues with this release. Import: Add a dialog for customizing FBX import ( GH-59810 ).
This beta includes a few big changes which may interest a lot of users: A lot of bug fixes and improvements in these areas particularly, check out the PRs listed below: Animation, Navigation, GDScript, Rendering. In this dialog you will also find a link to an instruction on our website. ( Bug reports. GH-59810 ).
zip]([link] We will follow up on this issue and submit a fix for the code. However, when running on Windows or Android, physical events are unable to be triggered properly. ### Minimal reproduction project [59615.zip]([link]
These players complained about game issues and bugs that are making the game unplayable: “Experience legendary American trucks and deliver various cargoes across sunny California and sandy Nevada. I get this stupid message here, [link]. ” Why does American Truck Simulator keep crashing? And I can’t.
If you arrived here, it means that your PC meets the system requirements of the game and that you encounter a bug or an issue that is making your game unplayable or annoying to play. #1 Here are some useful links: [link] – Any Nvidia card, including mobile. link] – All AMD cards and APUs.
Players can log bugs, issues, and suggestions through commands, which developers can track and manage easily. Other automation options include Bug Bot or even just Google Forms. Twitter DM automation allows developers to automatically message new followers, providing updates and relevant links directly.
So, this is clearly a bug and not an intended behavior. I made an issue on git but it was never answered: Prefab save from instance breaks custom component links external to prefab · Issue #12918 · cocos/cocos-engine · GitHub When you update from the prefab editor and not directly from the scene the references do not break.
Listen to the whole chat here: [link] Our 'AHA' moments Stephen has been in Vegas for a world tour of poker! Try to have a consistent schedule of learning Only sell the game if you are happy to spend more time fixing bugs once released Take advantage of Itch.io 's very own Instructor extraordinaire).
After a very busy week with many important bug fixes (plus a bunch of low risk enhancements and a lot of documentation updates), here's Godot 3.2 There will still be various fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. Bug reports. would be on its release.
Download Links (Ver. Supplement missing Spine APIs and fix some behavioral bugs. 070106) Windows macOS Update Log: 070106 Fix the issue of Spine not running in Safari below iOS 15. Fix the problem of Spine not running when engine separation is enabled on the OPPO platform. Use the WASM library for PhysX on Web & WeChat platforms.
When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?
When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?
When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?
When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?
When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?
When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?
When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?
When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?
When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle([link] (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle([link] { version: 15ede }, (err, bundle) => { }); is this a bug?
When I do not state a hash version, the bundle do not auto find the right version cc.assetManager.loadBundle( [link] , (err, bundle) => { }); I must include the version like this only itll work cc.assetManager.loadBundle( [link] , { version: 15ede }, (err, bundle) => { }); is this a bug?
We organize all of the trending information in your field so you don't have to. Join 5,000+ users and stay up to date on the latest articles your peers are reading.
You know about us, now we want to get to know you!
Let's personalize your content
Let's get even more personalized
We recognize your account from another site in our network, please click 'Send Email' below to continue with verifying your account and setting a password.
Let's personalize your content