Skip to content

Changelog ​

The editor ships continuously — this changelog groups the highlights by month.

October 2026 ​

  • Delete assets — right-click an asset tile and choose Delete; deletion is blocked, with a list of what's using it, while the asset is still referenced by the scene or another asset
  • Frozen library blocks — a block dropped from the library is now a read-only instance linked to its library definition; expand it to view its internals, or choose Detach from library (make editable) to turn it back into an ordinary group
  • Game preview: switching to a non-start level now loads that level's assets instead of an empty scene
  • Copy/paste of the selected element works while a text field has focus, as long as no text is selected
  • Asset tiles wrap correctly at any panel width
  • Engine updated to v3.31.1: levels with spaces or capitals in their names load correctly, and each texture is fetched only once

September 2026 ​

  • Reorganize toolbar — with several elements selected, lay them out as a Grid, Line, Circle, or Arc with adjustable spacing
  • Boolean node — a true/false variable node in visual coding
  • Fixes: a group's exposed ports accept connections; the Hierarchy panel refreshes when an element is renamed; by-key nodes accept a dynamic string key; arrow keys move the cursor in focused text fields instead of the camera

August 2026 ​

  • Collision decomposition — new Collision tab in the asset inspector generates named collision variants from a model (Fast / Balanced / Precise presets), selectable per instance in the physics inspector
  • Model preview — model assets now render a live clay preview in the asset inspector
  • Visual coding — node groups — group a selection (Ctrl/Cmd+G), collapse/expand it, expose internal handles as named ports, and ungroup (Ctrl/Cmd+Shift+G)
  • Visual coding — block library — save a group as a reusable block, scoped to the project or your whole account, and drag it from the palette's Library section into any script
  • By-key transform nodes — Get/Set Position, Rotation, Scale, and Quaternion by a string key
  • Multi-select — Ctrl/Cmd/Shift-select multiple scene elements, transform them as a group, and batch-reparent them
  • Physics inspector adds Model Shape and None collider types; engine updated to v3.31.0

July 2026 ​

  • Kinematic colliders — new Kinematic toggle in the physics inspector for movable platforms that carry other bodies
  • World transform editing — inspector position/rotation fields show and edit world-space values when the World space toggle is active; scale stays local
  • Variable Reference node — reuse any variable in a visual script without dragging long edges
  • Wider zoom-out range for large visual coding graphs
  • Fixes: copy/paste preserves geometry and no longer double-pastes; reparenting persists the child's transform correctly
  • Engine updated to v3.28.x: compound colliders for attached children, reparenting fixes

June 2026 ​

  • Texture options — per-texture Repeat, Offset, and Wrapping controls (Repeat / Clamp to edge / Mirrored repeat), with per-axis wrapping via the link/unlink toggle
  • Per-level physics — Simulation tab settings now reach built and deployed games
  • Cascade delete — deleting a parent removes its children, with a clear warning dialog

May 2026 ​

  • Editor UI redesign — new global header with project/level breadcrumb, floating viewport toolbar, refreshed asset tiles and dropdowns
  • Per-level physics — new Simulation tab on the level inspector: gravity direction/magnitude with game-feel presets, simulation tick rate, and max substeps

April 2026 ​

  • Game preview — play your game inside the editor with real physics, scripts, and controls; includes pause/resume, element inspection, a console overlay, and quality/resolution settings
  • Physics, controls & collision nodes — Enable/Disable Physics, On Collision, Get Physics State, First/Third Person Control, and more in visual coding
  • Alignment guides — nodes snap to blue helper lines while dragging in the visual editor
  • Rename entities — from the inspector or by double-clicking in the hierarchy
  • Auto-save for scripts — text and visual scripts save automatically a couple of seconds after you stop editing

March 2026 ​

  • Animations in the editor — animations inspector tab with per-clip playback, loop toggle, crossfade, speed and weight controls
  • Getting Started tutorial — a guided tour for first-time users, reopenable from the Help menu
  • In-app issue reporting — Report issue entry in the Help menu
  • Usage view — see your plan's storage, deployment, and upload limits from the user dropdown
  • More visual coding nodes — expanded node catalog with improved inputs
  • Sign-in/sign-up fixes and API authentication hardening

February 2026 ​

  • Lights inspector — complete controls for all light types, including shadows
  • Particle & effects inspectors — full editing for Fire, Explosion, Trail, Rain, Snow, Fountain, plus scenery effects
  • Undo/redo — Ctrl/Cmd+Z / Ctrl/Cmd+Shift+Z for transform edits
  • Hierarchy search — filter the scene tree by name
  • Drag-and-drop reparenting — restructure the hierarchy directly
  • Improved visual coding palette — categorized, searchable node list with better styling
  • Large entity configurations no longer fail to save (413 errors fixed)