Wednesday, June 1, 2022
HomeGame DevelopmentCocos Creator 3.5.1 Has Launched - Cocos Creator

Cocos Creator 3.5.1 Has Launched – Cocos Creator


V3.5.1 provides two far-reaching experimental options with out affecting the soundness of the unique performance of V3.5.0. The primary is the Sensible Materials Conversion which enable to import DCC default supplies from FBX, restoring the supplies and look created by artist in numerous DCC instruments. The second is a sequence of built-in Floor Shader materials sources, which would be the cornerstone of fabric customization sooner or later. As well as, we’ve got shipped with this model a sequence of vital fixes, expertise optimizations, and quite a few documentation optimizations. We strongly suggest that every one 3.x customers improve.

Vital Updates

Experimental: FBX Sensible Materials Conversion

FBX Sensible Materials Conversion is a function within the mannequin importer that assists in changing supplies. It maps a number of the commonplace supplies exported from numerous DCC instruments on to Cocos Creator’s built-in supplies, restoring as a lot as potential the fabric results seen by the artist within the DCC instruments. This function helps a number of the commonplace supplies in mainstream DCC instruments: 3ds Max, Blender, Maya, C4D.

You’ll be able to examine the impact of the Customary Floor materials in Maya after importing it into Cocos Creator:

Appearence in Maya instruments

Appearence in Cocos Creator after turning on FBX Sensible Materials Conversion

For extra data on easy methods to use this function, please consult with the utilization documentation.

We can even proceed to optimize the mannequin and materials import expertise in 3.6, so keep tuned.

Experimental: New Floor Shader

Since model 3.0, many builders have skilled the issue of supplies not working correctly in the course of the improve course of and have to migrate. The foundation reason for this downside is that the engine’s lighting mannequin and floor materials calculations are being adjusted alongside the way in which, which impacts all associated materials impact codes and in addition impacts the compatibility of those supplies when reused by customers.

With a purpose to enhance the compatibility of the fabric system, we’ve got added a sequence of Floor Shader sources that summary the lighting mannequin and floor materials calculations within the engine, in order that future builders can use these built-in headers and capabilities to drastically simplify the impact sources they write. On the similar time, because of the abstraction, cross-version compatibility can even be safer.

Please consult with the utilization documentation for extra particulars on using Floor Shader.

Documentation optimization

In v3.5.0, we up to date the API documentation web page with a brand new model, which was properly obtained by builders with some vital feedbacks. In v3.5.1, we continued to do numerous documentation checks, with almost 40 PRs to additional full some remaining API documentation and repair some documentation errors. We hope to convey builders a greater and higher documentation expertise.

Vital fixes

  1. Repair the issue of sluggish preview velocity on browsers

  2. Repair the issue that the preview isn’t obtainable on Cellular Safari.

  3. Repair the issue that some supplies can’t be upgraded routinely from 3.4.2 or decrease model

  4. Repair the potential error and efficiency downside of 3D particle system when switching states

  5. Repair the sunshine and shadow results of deferred pipeline.

Detailed Updates

  • [FEATURE] Add good materials conversion for FBX importer

  • [FEATURE] add experimental floor shader (engine#11048)

  • [OPTIMIZE] change digital camera settings to orthogonal kind in 2nd scene templates (engine#11020)

  • [OPTIMIZE] Enhance API documentations in engine

  • [OPTIMIZE] Add a brand new experimental import technique in AssetDB, keep away from repeative import course of

  • [OPTIMIZE] Replace lightmap instrument LightFX

  • [OPTIMIZE] Inspector preserve group show order

  • [OPTIMIZE] Enhance shadowmap settings in default scene (engine#11213)

  • [OPTIMIZE] Optimize anisotropy pattern (engine#11075)

  • [OPTIMIZE] Highlight interface description change (engine#10964)

  • [OPTIMIZE] Hear WINDOW_RESIZE occasion by utility (engine#10930)

  • [OPTIMIZE] Load libGLESv3.so by default whereas consumer select glesv3 (engine#10941)

  • [OPTIMIZE] Permit native tasks use consumer pre-set world cmake variables (engine#11011)

  • [OPTIMIZE] Refine MissingScript debugger (engine#10916)

  • [OPTIMIZE] Automically unfold array checklist when modifying array size within the inspector

  • [OPTIMIZE] Optimize curve unit check (engine#10912)

  • [FIX] Repair lengthy loading time concern

  • [FIX] Repair digital camera preview not working concern

  • [FIX] Repair no responding resulting from lock on scene scripts

  • [FIX] Repair preview concern on some browsers like Safari

  • [FIX] Repair inspector can’t create new clip beneath animation modifying mode

  • [FIX] Repair clip checklist not up to date after clip creation beneath animation modifying mode

  • [FIX] Repair clip elimination examine beneath animation modifying mode

  • [FIX] Repair frequent replace of nodes within the animation editor

  • [FIX] Enhance error dealing with throughout node information migration for animation clip

  • [FIX] Popup warning when regenerate an exist prefab asset

  • [FIX] Repair asset builder concern which trigger incorrect JSON group for auto-atlas asset and duplicated belongings in JSON

  • [FIX] Information tolerance for animationBlendType in AnimationGraph

  • [FIX] Repair battle after importing customized texture compression config

  • [FIX] Repair code pattern concern within the template of the builder’s plugin

  • [FIX] Repair engine error brought on by materials change

  • [FIX] Repair prefab information copy concern when the foundation node is 2nd node

  • [FIX] Repair concern when copy element information from prefab occasion to different prefab

  • [FIX] Repair error when AnimationGraph panel is initialized throughout editor startup

  • [FIX] Repair choice concern in scene editor when viewing on display with dpr bigger than 2

  • [FIX] Keep away from potential infinity loop in tickInEditMode

  • [FIX] Repair error brought on by empty consequence when dumpping node information

  • [FIX] Repair error when typing enter within the texture title area of the joint texture structure

  • [FIX] Repair builder malfunctioning after importing configurations

  • [FIX] Repair view rotation after modifying scale worth of the preview window

  • [FIX] Repair a part of round reference concern by upgrading rollup to 2.37.0

  • [FIX] Repair collision matrix setup concern in mission setting

  • [FIX] Repair concern that the final panel can’t be dragged in dock

  • [FIX] Round references ought to trigger workflow failed (engine#10841)

  • [FIX] Repair geometry-renderer in deferred pipeline (engine#10890)

  • [FIX] Repair meshBuffer checkCapacity bug (engine#10910)

  • [FIX] Take away ambient.mipmapCount (engine#10920)

  • [FIX] Repair auto-atlas check bug trigger time sequence (engine#10914)

  • [FIX] Repair fog is extra brighter with native engine (engine#10972)

  • [FIX] Repair android crash resulting from floor not prepared (engine#10984)

  • [FIX] Repair pause operation fail when play and pause audio in the identical body on native platforms (engine#10990)

  • [FIX] Repair instanced mannequin has no spot mild shadow (engine#10921)

  • [FIX] Repair particle system reminiscence concern (engine#11032)

  • [FIX] Terrain and mannequin automated select lightmap shader (engine#11006)

  • [FIX] Appropriate render pipeline script template error (engine#10927)

  • [FIX] Repair animation masks information can’t be load from gltf (engine#11033)

  • [FIX] Repair shader migration from decrease model (engine#11038)

  • [FIX] Repair subcontextview for wechat platform (engine#11049)

  • [FIX] Repair notifySkinnedMeshRemoved (engine#11074)

  • [FIX] Repair phrase wrap for Vietnamese characters (engine#10925)

  • [FIX] Instantiate all FastDefined objects as worth kind (engine#11052)

  • [FIX] Repair format function request for Float32 for gles3 and webgl2. (engine#11084)

  • [FIX] Repair eglSwapbuffer error resulting from eglSurface isn’t prepared (engine#11083)

  • [FIX] Disable gametick after enter background(revert to logic to model 3.4.2 (engine#11095)

  • [FIX] Skip a pair of quotations for avoiding areas when picture title are detected in RichText (engine#10954)

  • [FIX] Assign underline preliminary worth when label segments are contructed in RichText (engine#10954)

  • [FIX] Repair clear particle bug (engine#11066)

  • [FIX] Repair ndc->world with deferred shading (engine#11099)

  • [FIX] Take away enableBatch from backbone/db (engine#11100)

  • [FIX] Repair deferred pipeline depth stencil with linear sampling in webgl2.0 (engine#11110)

  • [FIX] Repair multi clean strains (engine#11116)

  • [FIX] Repair ios accelerometer not working (engine#11142)

  • [FIX] Add sky.impact with floor shader (engine#11156)

  • [FIX] Repair error throughout particle change (engine#11139)

  • [FIX] Change logger stage (engine#10944)

  • [FIX] Don’t push information if debug isn’t enabled. (engine#11118)

  • [FIX] Repair physics collision matrix (engine#11181)

  • [FIX] Repair multi quotations bug and add unit checks (engine#11190)

  • [FIX] Repair mild flashes at instanced mannequin (engine#11203)

  • [FIX] Clear up getInstancedModel judgment error (engine#11205)

  • [FIX] Repair prefab generates incorrect information (Repeated node) (engine#11211)

  • [FIX] Repair terrain index buffer sharing bug (engine#11206)

  • [FIX] Repair isnan(0.0) with webgl1.0 (engine#11262)

  • [FIX] Repair specular params with floor toon (engine#11265)

Downloads

Dashboard for MacOS

Dashboard for Home windows

Obtain Creator from Dashboard

Newer model of Cocos Creator are solely obtainable on the Cocos Dashboard. So please obtain from the hyperlinks above.

Cocos Dashboard

The Cocos Dashboard serves as a unified downloader and launch portal for Cocos Creator and Cocos Creator 3D engines. Everybody can improve and handle a number of variations of Cocos Creator. As well as, unified mission administration and a creation panel is built-in, which is handy for everybody to develop tasks with totally different variations of engines on the similar time.

Handle tasks developed beneath totally different variations:

Builders can select to make use of a special model of Cocos Creator when creating a brand new mission:

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