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At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Framerate Optimization To address this, Unity offers several profiling and debugging tools. In some cases, Solid Angle Culling reduced ARTAS processing time by 60%.
Engine • Added DebugView at runtime UI control rendering debugging function. See the documentation “Render Debugging - Run Time Using Render debugging”: [link] • When the node animates, add the tween ‘destroySelf’ method to destroy the front nodal point. Fixed Byte Platform iPad screen display is not complete. Fixed Mat4.getRotation
Visual Studio Code - IDE Visual Studio Code (VS Code) is a lightweight, free, open-source code editor redefined and optimized for building and debugging modern web and cloud applications. It is highly extensible, and is available for Windows, MacOS, and Linux, providing a common ground for developers working on multiple platforms.
Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Weve unified the code to make sure it works the same on both platforms, and weve fixed some bugs. GH-98163 ) CSGMesh3D now explicitly requires the mesh to be manifold. ended up making it into 4.4
If you care about using meshes separately, it is also possible to tell Godot to save them as files. Reimports will overwrite those meshes, though. There is a new export dialog: The idea is that, instead of choosing a platform and hitting export, "Export Presets" can be created. This is more akin to how Unity works.
Minor version updates focus on performance, package size, ease of use, and stability, such as WASM modules, support for mini-game platforms, package compression, build process optimization, script optimization, rendering effect optimization, etc. Especially for the mini-game platform, whether it is a new or old pipeline, compared to the 3.8.0
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable build. Notably, Godot 3.2.2
The GLES2 backend is getting more and more mature, especially for the web and mobile platforms where severe issues have been fixed. There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. There were over 600 bugs listed for the 3.1 See the changes between 3.1
Nowadays, we can see three common types of platforms: Native(iOS, Android, PC, Mac, Harmony, etc), Mini Games(Wechat MiniGames, Tiktok Mini Games), and H5(PC Browsers, Mobile Browsers, Facebook Instant Games, Poki Games, etc). So, developers often ask: How to make my project run smoothly on different devices and platforms?
includes 5 major features: C# support for the iOS platform. This nearly completes the platform support for C# projects in Godot (only UWP support is still missing). Our networking maintainer Fabio has been working for over a year on networking features and the HTML5 platform thanks to an award from Mozilla. feature set.
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable in a day or two. Notably, Godot 3.2.2
is going to add 5 major features: C# support for the iOS platform , courtesy of Ignacio ( neikeq ). While this is not a feature per se, it fixes a major annoyance that users have had with pointers to freed objects unexpectedly being re-assigned to new objects, causing hard-to-debug issues. stable build. Notably, Godot 3.2.2
There will still be many fixes made before the final release, and we will need your detailed bug reports to debug issues and fix them. features last week ( 2D meshes , 2D skeletons and AnimationTree docs). IMPORTANT: This is a beta build, which means that it is not suitable for use in production, nor for press reviews of what Godot 3.1
Here are the 5 projects/students with links to the relevant sections in this post: Implementing a DAP backend for debugging Godot projects by Ricardo Subtil ( Ev1lbl0w ). Implementing a DAP backend for debugging Godot projects. Project: Implementing a DAP backend for debugging Godot projects. Branch: Ev1lbl0w/gsoc21-dap.
Platforms: Android: Scoped storage, Play Asset Delivery, input responsiveness. Such use-after-free access needs to be guarded with is_instance_valid(obj) , but this has been surprisingly difficult to get right due to a number of bugs and inconsistencies between debug and release builds. Crypto: AES and HMAC contexts. and Godot 3.3.
A signed distance field collision feature on GPU has also been added, which allows the user to perform collision detection using a voxelized version of the source mesh, eliminating the need to create a convex decomposition. Advanced demos are no longer bundled with the SDK.
The most important ones are: New asset sharing platform. comes with our new asset sharing platform, the Asset Library. release, the community has contributed translations on our Weblate platform for an important number of languages. It's still new and far from final, but it will continue evolving to satisfy everyone's needs.
We switched it back to disabled by default for all platforms. The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. Debugger: Add --debug-server command line option to listen for incoming connections ( GH-60819 ). and backported to 3.5.
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
branch, we will keep maintaining it with relevant bug fixes and platform-specific changes in the coming months (notably with a 3.1.3 added support for exporting projects to desktop platforms (Linux, macOS and Windows). Skin support allows multiple meshes to share a single skeleton. For users who choose to stay on the 3.1
Thanks to all pre-release testers who help us find and debug regressions! Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). Physics: Allow CollisionObject to show collision shape meshes ( GH-45783 ).
The new NavigationServer adds support for obstacle avoidance using the RVO2 library, and navigation meshes can now be baked at runtime. And for more advanced use cases, there is now also TextMesh to generate 3D meshes from font glyphs, so you can add Word Art to your scenes ;). and backported to 3.5. This was merged fairly late (3.5
By adding a simple cache to it, we made it so that light map texture coordinates are only computed when there's an actual change to the geometry of the mesh. These can only be dealt with manually while debugging. These can be switched out for the platform specific unbuffered IO functions. Introduction.
It now supports meshes, armatures, lights, cameras, shape keys, animations (including object transforms, pose bones and property changes in shape keys, lights and cameras), and an automatic material search. An additional signal, notify , exists to send debug messages from WebRTC. Start on Oculus Avatar and Platform SDKs.
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