🖥️Version History
Last updated
Last updated
New versions of the editor are aimed to be released every 2 weeks.
Each editor release announcement below includes:
new feature highlights
breaking changes (make sure you check when updating)
known issues
See this guide on how to update your existing project to a new editor release.
06/12/2024
Latest Binary Version 32.0.0
Please note v32 removes support for any build on v27.0.0 on Pixel Streaming.
Users previously encountered challenges when attempting to apply net-foreground-only or net-midground-only status effects, such as displaying a specific attachment exclusively in the midground. These effects were inherently implemented using foreground or midground variables and OnReps. However, when a player transitioned to a lower network level, the status effect persisted unintentionally.
To address this, we delivered an API designed for this use case, promoting a design pattern that ensures status effects are properly canceled and re-enabled in response to changes in the network level. While the Morpheus Actor already included a NetworkLevelChangedEvent
event, we enhanced functionality by introducing more granular, property-specific handlers to provide finer control.
15/11/2024
Latest Binary Version 31.0.0
Please note v31 removes support for any build on v26.0.0 on Pixel Streaming.
We've exposed the Raycastable System configurations to be in blueprints, specifically the raycastable prioritization config.
We demonstrated this by adding more functionality to the Morpheus Inspector:
Allow the users to force Morpheus Actors into Foreground
Allow users to select Crowd Members via mouse clicks utilizing the Raycastable system.
Documentation is available in the Raycastables system page.
05/11/2024
Latest Binary Version 30.0.0
Please note v30 removes support for any build on v25.0.0 on Pixel Streaming.
Although users have been able to create multiple Millicast streams, this feature was experimental and could lead to crashes and low performance due to consuming significant amounts of RAM and VRAM. We've improved this significantly and two simultaneous Millicast streams are fully supported on scales of up to 15000 CCU.
Using more than two Millicast screens is possible and is unlikely to cause out of memory issues, but it is unsupported by MSquared and downstream projects need to test their use case and target hardware.
Crowd audio is now fully supported on Mac. The user can now listen to other players, talk with them and configure the input audio device.
This required considerable changes and we are keen to receive feedback on your experience, particularly on audio quality.
We have been focusing on improving Mac performance across the board, focusing on the Mac Studio M2 Ultra (at 5000 CCU) and MacBook Air M2 (at 1000 CCU).
17/10/2024
Latest Binary Version 29.0.0
Please note v29 removes support for any build on v22.0.0 on Pixel Streaming.
v29 introduces a HTTPS and WebSocket blueprint library for Unreal that can be used to interact with a wide range of external services, with flexible authentication, JSON serialization / deserialization, retries, error handling, etc. This is to support Projects implementing more complex integrations with web services from the Unreal Client and Server.
It’s also been designed in a way where M2 Web Platform services can be interacted with from this library vs. from bespoke Unreal APIs, creating a single way of interacting with any external web service.
If you have any questions around this functionality, please reach out to your support engineer.
v29 introduces MML avatars as default avatars to be used in experiences.
The old ModularCharacter system and scheme sets have been removed
By default, players will load their MML avatar from their profile
If this fails or there isn’t one, it’ll load the Default MML URL which is a configurable field on the M2M_CharacterAssetComponent
. By default this is blank.
Projects should set a suitable default MML and/or pawn mesh in their own character blueprints.
Please note that in v30 the JM_ModularCharacterComponent
will be marked as deprecated and removed for use. This will be marked as a breaking change in the v30 release notes.
Reach out to your support engineer if you have any questions.
v29 introduces in-editor tooling to detect issues with:
crowd members
background network levels
transitioning between foreground and respective background versions
Previously, projects could test these manually by setting live config and connection parameters, but this wasn't utilised much.
There is now in-editor tooling for highlighting these issues and automated techniques to shift network and rendering levels so these issues are revealed immediately.
Reach out to your support engineer if you have any questions.
04/10/2024
Latest Binary Version 28.0.0
Please note v28 removes support for any build on v21.0.0 on Pixel Streaming.
Crowd audio parameters have now been exposed in Blueprints to allow enhanced crowd audio customisation.
Documentation can be found here but please reach out to your support engineer if you have any questions:https://docs.msquared.io/creation/unreal-development/features-and-tutorials/communication/spatial-audio#crowd-audio
Previously the M² platform assumed that any MML NFT was an Avatar. v28 introduces support for NFT MML objects to be "socketed" meaning they can be used as accessories.
Feel free to reach out to your support engineer with any questions.
20/09/2024
Latest Binary Version 27.0.0
Please note v27 removes support for any build on v22.0.0 on Pixel Streaming.
Previously, M² devs had to dig through Avatar scheme sets and understand complex new abstraction layers to change their character pawn. In v27 this is now more aligned to Vanilla Unreal.
Documentation can be found here: https://docs.msquared.io/developers/useful-reading/differences-in-unreal-development-workflow/msquared-character-configuration
Developers are now able to use new animation variables, outside of the default, to control your Animation Blueprint.
Documentation can be found here: https://docs.msquared.io/developers/features-and-tutorials/avatars/bespoke-character-animations
v27 adds ReadKeys & UpsertKeys to the Key Value Store service; exposing the ability to read & write directly to the kvstore instead of needing to use the UserDataSystem.
This works with all kvstore scopes (organization, project, world), as well as the Server/Client Authority store types.
In summary, this feature allows for the KV Store to be immediately responsive.
05/09/2024
Latest Binary Version 26.0.0
Please note v26 removes support for any build on v21.0.0 on Pixel Streaming.
23/08/2024
Latest Binary Version 25.0.0
Users are now able to interact with web socket servers from Blueprints allowing connections to a web socket server to send/receive Json messages from Blueprint.
Documentation can be found here: https://docs.msquared.io/tutorials-and-features/web-services/web-socket-connections
You can now create objects using the M2_WebPlatformUserCollectionsService. This can be done on servers or clients. If done on clients, the object will also be added to the user collection for the authorised user.
Documentation can be found here: https://docs.msquared.io/tutorials-and-features/user-collections/user-collection-service-in-unreal/creating-objects-definitions
Less of a feature and more of an FYI -
Prior to V25, the Player Morpheus Actor Class is not available from the game mode. Instead, to make sure your correct morpheus actor is spawned, you should also update the "Player Spawner".
Documentation on the changes can be found here: https://docs.msquared.io/developers/reference/setting-up-play-in-editor#the-character
09/08/2024
Latest Binary Version 24.0.0
The v24 Base Project now comes with a number of starting assets which can be freely modified and experimented with, such as:
Approachable Controls
Inventory & Quick Tabs
Place Mode
Emotes
And More!
Documentation on this feature can be found here: https://docs.msquared.io/developers/getting-started/using-the-template-project
25/07/2024
Latest Binary Version 23.0.0
We have introduced a new system that enables Blueprints to call, command and interact with external API's via HTTP. This is the first version of this system with updates to come in future releases which will expand on current capabilities.
Docs on how to use this new system and current limitations can be found here: https://docs.msquared.io/tutorials-and-features/web-services
We have also provided some walkthroughs and guidance below:
How to configure external URL access: https://docs.msquared.io/tutorials-and-features/web-services/configuring-external-url-access
Walkthrough example: https://docs.msquared.io/tutorials-and-features/web-services/walk-through-example
An example counter service: https://docs.msquared.io/tutorials-and-features/web-services/walk-through-example/example-counter-service
How to validate identity: https://docs.msquared.io/tutorials-and-features/web-services/validating-identity
M² now includes an integration with OBS (Open Broadcaster Software) in order to help you stream high-quality footage of your experience in real-time to platforms such as Twitch, TikTok or YouTube.
Docs on how to use this can be found here: https://docs.msquared.io/production/broadcasting-an-event/obs-integration
A new notifications system has been included which has the ability to queue and display notifications passed to clients as packed structs.
Information of current capabilities and customisation options can be found in the documentation: https://docs.msquared.io/tutorials-and-features/notifications
Uploading content from the M² Editor has a new and improved interface and experience.
Multiple interfaces have been combined for easier observation of your upload progress as well as providing better observability of upload errors.
For more information please see: https://docs.msquared.io/developers/getting-started/uploading-content
17/07/2024
Latest Binary Version 22.0.0
Users can their select the target user in the social panels on the Web Portal or in world.
Users can directly select the target users avatar.
Once selected, users can select options from a contextual menu for example:-
Inspect Profile
Add/Remove friend
Block
invite to Party
Travel to their Location
Trade Options
etc
Shows the ability to add and adjust contextual actions that are available when other users are selected in the world.
08/07/2024
Latest Binary Version 21.0.1
Hotfixed to resolve an issue with the Meadow Base Project
Events can now be accessed by downloadable Mac Native clients.
This is an Alpha feature with more work to be done until fully stable.
This should be enabled by default but please contact support if you have any issues.
For hardware requirements please see docs: https://docs.msquared.io/admins/minimum-hardware-requirements#native-mac-game-client
You are now able to add and leave parties from Unreal, and send messages to parties without having to go back to web.
See documentation here: https://docs.msquared.io/tutorials-and-features/parties
Non spatialised voice chat for parties and groups that enables clear communication between users
Docs on current capabilities can be found here: https://docs.msquared.io/tutorials-and-features/communication/spatial-audio#party-chat
Streaming clients will no longer break when upgrading to new versions. Editors will let you know when new releases are available.
We now allow DRACO compression on glTF and GLB files. For use in the crowd rendering and through MML. Learn more about MML here https://docs.msquared.io/tutorials-and-features/mml
An optional “Player Capture” component that can be applied by BP’s (such as interactables or gadgets) to inhibit what actions are available to a player. Unlike the capabilities we are not fully removing the player’s ability to do these actions, but are allowing the capturing object to determine how to handle attempts to use features such as movement or interaction.
An example usage would be applying the Player Capture component to a seat. When a player interacts with the seat, the seat “captures” them and inhibits their ability to move or interact with other objects. Unlike capabilities, it allows us to detect a player wants to move, and gracefully allows them to transition to a movement ready state by playing a standing animation.
Other examples would be any minigame where we wanted to override the default controls throughout it's duration.
See documentation here: https://docs.msquared.io/tutorials-and-features/gameplay-content/the-character-capture-and-character-inhibitor-components
Users can select an AVATAR Button that is part of the the main HUD that opens their Avatar Menu Panel. In this panel they have access to an Avatar Selector, Wardrobe and other Avatar related things.
INITIALLY, we have implemented the Avatar Selector which works as follows:
Users can see all the Avatars they in their Collection - showing their name they have given it and thumbnail image.
Their currently selected Avatar is the first in the list (and marked as Active) - this is presented large on the screen in 3D.
Users can select through the list of Avatars and SELECT one - when they do so the 3D model is loaded and replaces their current selected avatar as they select them. Invalid avatars also work but remain greyed out in both view.
There is a prompt to ACCEPT or CANCEL the action to switch avatars.
If users select ACCEPT, their currently selected Avatar changes to that view and they can exit the menu to see the new avatar in world.
Cancel takes them back to the avatar selector.
Users can now access clothes from their inventory.
Users can then click to equip items.
12/06/2024
Latest Binary Version 20.0.0
We have introduced a simple and easy to use interface to test microphone functionality and audio quality before engaging in communication.
It detects whether the user has a working microphone, shows if they are loud enough and can loopback the user's speech back at them without anyone else in the world hearing it.
This interface can be presented as part of the event entry process (first time user flow) and can easily be accessed again in the settings or as part of the speak button afterwards.
This feature is meant to ensure clear and reliable voice transmission in the metaverse and ease users into voice chat.
Allowing users interact with in-world objects (MML or otherwise).
This feature delivers:
Foundational interaction system for MML and non-MML Unreal objects
Interaction list (presenting the verbs of an object on a list)
Focus camera on objects
Object targeting and highlighting
Keyboard shortcut support for the interaction list
This enhances on the features documented here: Interaction Advanced Features | MSquared Platform Documentation
Hotfixed version to add in some additional fixes for the Live config v1 shutdown as well as address some streaming client issues identified with downstream projects.
30/05/2024
Latest binary version 19.1.1
The actor can come to Improbable office and start streaming their movement within minutes.
See documentation here Move.ai | MSquared Platform Documentation
A wider selection of faces and hairstyles have been added to be chosen by users in the Avatar customiser.
Attachments that can be added to any MML Character (our "Origin M2 Avatar", ingested NFTs or Imported characters) through socketing, using our Web and Unreal Avatar Editors.
Adding appropriately tagged sockets to the default character MML to support Hats (top of head), Glasses (top of face), Back (back), Hands (right and left) on our Origin M2 Avatar.
Providing a way to add and validate appropriate tagged sockets to ingested NFT or imported characters. 3. Resolve edge cases. such as if a random MML is imported with socket attachment points that are not supported. or providing warnings to a user that the model they have chosen doesn't support sockets.
Doing this will enable users to use the Wardrobe to equip characters with objects such as hats, glasses, wings (backslot) and hand held items from their collection.
See documentation here https://docs.msquared.io/tutorials-and-features/avatars/avatar-attachments
v19 includes Array support in M2LiveConfig, and the removal of console commands for the old live config system.
For more information on the Live Config system please read https://docs.msquared.io/tutorials-and-features/live-config
14/05/2024
Latest binary version 18.0.0.251414
Metaverse Owners (and delegates) can manage org perms
Org management
Permission groups for event runners / content creators / overlaps
Restrictions on worlds launchable per user / durations / sizes
See documentation here: https://docs.msquared.io/admins/managing-access
Please note that this feature is available to all projects, regardless of Platform Release version.
26/04/2024
Latest binary version 17.0.1.250624
M2LiveConfig is now set as standard for all projects.
Find documentation here: https://docs.msquared.io/tutorials-and-features/live-config
Approachable and lean back navigation and interaction controls, optimised for touch or mouse-only / one handed participation.
See here for documentation: Approachable Controls | MSquared Platform Documentation
Approachable controls are designed to provide an intuitive casual user experience for our event participants. Features include:
Click to move (path find to location or object)
Click to follow (an avatar)
Hold to move (mouse only equivalent of manual control)
Automated movement speed (walk or sprint intelligently)
Automated camera movement
Edge look
Clickable interface for device and object interactions
Improvements for Beta:
Enhanced camera smoothing
Click to turn avatar
Setting standardised movement behaviors for MSquared Platform
Detailed usage documentation added
Analytics hooks added
Emotes are modular possessions:
They are show in the user's inventory / collection as a possession
Different projects, roles or even users can have access to different emotes
Just like other possession types, emotes can be given, earned, bought or traded or taught to each other.
Example would be earning Dance Moves in Courbet, which can then be used in events or shown to each other.
See docs: Emotes as Possessions (items) | MSquared Platform Documentation
Speakers expect the act of speaking to an audience be simple and intuitive, just like walking up to a mic in real life.
Our Microphones make it clear and easy to understand when Speakers are broadcasting to the entire group, and reduce the need for any technical or control-based understanding of the product.
This is a World object that amplifies the voice chat volume of the speaker in front of it.
Improvements for this existing capability are:
Audio improvements: Make it sound more authentic as if the volume is coming from the speakers placed in the venue
UX improvements: Make it clearer that microphone is active, replace the spatial voice chat button with a distinct microphone button (same approach used with the Loudspeaker gadget that fulfils the same functionality)
Containers for different quickbar pages and interaction modes. For example, gadgets and consumables
Quickbar can be (optionally) minimised and then expand from these buttons.
Buttons can be used to switch between different pages of the quickbar and configured according to project needs
For example: Press "React" button to see emotes, "Equip" button to see gadgets
Buttons can be shown, disabled or hidden conditionally
For example: People with the host or director role gets the "Host" button that expands a Quickbar containing all host gadgets
Buttons can change how the user / avatar interacts with the world
For example: Press "Place" button to enter Place Mode where MML objects are highlighted and clicking on them allows moving or configuring them (instead of walking up to them, which happens outside the Place Mode)
For example: Press "Camera" button to detach from your avatar and control a Drone Cam which may or may not come with its own Quickbar.
Less opinionated shortcut interface - provides more flexibility for projects.
Turn Quickbar into a generic shortcut interface for items
For example: gadget, consumable, object, ability, emote...
This includes being able to present certain types of gadgets in their own quickbar tab or inventory page (e.g. gadgets and consumables being separated despite consumables technically being gadgets)
In the future, we will make it open to non-items, e.g. settings, locations on the map; however, current iteration is limited to items
Make Quickbar and Inventory less interdependent
For example: Option for projects to use Quickbar without Inventory without issues
A potential issue could be that Quickbar has max 10 slots and the player picks up the 11th item which goes to the Inventory which isn't accessible by the player - in this case a solution could be the 11th item cannot be picked up or asks to replace one of the existing slots
MSquared Platform enables downstream projects to use the most appropriate solution
Allow users to equip or use things directly from the Inventory
For example: Click on Growth Potion in the Inventory to drink it, you don't have to drag it to Quickbar first
Quickbar to gain more flexibility in terms of which content is shown on (see also Quickbar Tabs & Modes ticket)
For example: Project A divides Quickbar into gadget and emote pages, Project B shows them both on the same Quickbar
12/04/2024
Latest binary version: 16.0.0.247954
A major change in this release is the inclusion of Live Config V2
which will have affects on downstream projects.
The plan is for MSquared Release v16 to support both live config v2 and v1 - with MSquared Release v17 forcing projects to migrate to the new live config.
Documentation can be found here: https://docs.msquared.io/tutorials-and-features/live-config
EAC is available to be used in projects.
Please see documentation on how to set up EAC here: Setup Easy Anti-Cheat (EAC)
Some additional work has been scoped and will progress to make EAC more secure. Updates on this will be announced in due course.
Prototype
MSquared Release v16 delivered metaverse billing as a prototype feature. This functionality proves out end-to-end billing via Stripe.
Actual delivery of this will come when metaverse owners are onboarded and we deliver any additional functionality and features as part of user story gathering.
See live pricing docs page https://docs.msquared.io/read-before-you-start/origin-pricing
Prototype
Unreal based way to create and edit your character.
Basic version working in the Test Gym, with issues. Documentation: https://docs.msquared.io/tutorials-and-features/avatars/mml-avatar-editor
25/03/2024
Latest binary version: 15.0.1.246136
Hotfixed version to resolve an internal pipeline issue
11/03/2024
Latest binary version: v14.0.0.243871
Alpha Feature
Provide in-editor performance estimates for avatars, crowds and environments. This would allow the user to get an estimate of how complex those are, and what kind of scale they could expect reasonable performance.
This will help reduce the pressure on the Core and Rendering teams by providing projects with performance estimates earlier in the development cycle.
See here for documentation: https://docs.msquared.io/tutorials-and-features/performance/in-editor-performance-estimates
Alpha Feature
Low latency mode is now default for all projects.
Docs have been updated to reflect this new, low latency default for Morpheus: https://docs.msquared.io/tutorials-and-features/networking/high-scale-mode
This means that by default, the max CCU of deployments is now around 5k
(with much lower latency), compared to ~18k previously. This decision was made as it's far more common for projects to require low latency than to require CCU above 5,000. High scale mode is being enabled in M2UP scale tests, but please remember to update this in your own project if you need above 5k CCU.
26/02/2024
Latest binary version: v13.0.0.241520
See here for documentation: https://docs.msquared.io/tutorials-and-features/avatars/avatar-attachments
Ability to add sockets to our Unreal skeleton in Morpheus so that users can hold things in their hands, and customize their appearance with elements that augment their basic clothes.
Examples
Equip a gun or sword and have it show up held in the hands of their avatar.
Equip a hat and have it attached to a head socket.
Equip glasses and have them appear on their face.
Equip a backpack and have it appear on their back.
Now at Beta!
See here for documentation: https://docs.msquared.io/tutorials-and-features/video-players/streaming-video-player
We use Epic's Electra Media Player. It allows you to play a video stream or file, either locally or over the web, using file:\, ftp:\, http:\, rtsp:\ protocols.
Video can be live streamed using HLS over the internet. Electra has all the usual video player support (pausing, seeking, skipping etc). For more information see:
Improvements:
First pass control panel to allow playback from a source folder
Detailed usage documentation added
Analytics hooks added
12/02/2024
Latest binary version: v12.0.0.239244
Now at Beta!
See here for documentation: https://docs.msquared.io/tutorials-and-features/feature-test-gym
Beta Quality - Customers are encouraged to test and use Beta features in their experiences, may still require some support
OVERVIEW The Feature Test Gym is a curated environment where we make all of our polished gameplay features (Beta and above) available in a single location. This serves as a great review location for engineers and customers, and a test area for QA to easily spot visual and functional regression. To access the same environment for Prototype and Alpha features, please use the Approachability Gym instead.
Now at Beta!
See here for documentation: https://docs.msquared.io/tutorials-and-features/emotes
Emotes are used primarily to non-verbally communicate with other users. They are also be part of gameplay design, such as votes or quizzes. Emotes can also be combined into Super Emotes - big icons floating above crowds.
They are triggered in game from the Emote Menu. This is opened using the Emote Action button which is currently set to B by default.
Improvements:
Updated Emote UI, Icons, animations and VFX
Updated Super Emotes
Detailed usage documentation added
Analytics hooks added
Now at Beta!
See here for documentation: https://docs.msquared.io/tutorials-and-features/emotes
Improvements:
Custom Emote Sets can be set at a project level to override the default Emote Set
Custom Individual Emotes can be set based on player Roles
See here for documentation: https://docs.msquared.io/tutorials-and-features/video-players/millicast-video-streaming
Millicast is a third-party streaming solution offered by Dolby.io which is an e2e solution for recording, encoding and showing live video streams in the experience.
Improvements:
Multiple bug fixes & QoL improvements
Added proper fallback images when streams are not active
Detailed usage documentation added
Analytics hooks added
01/02/2024
Latest binary version: v11.0.0.236958
Reverb at scale - Massive improvement on the algorithm for supporting reverb in events of 10k+ participants.
Equipped gadgets will have a 3D model that is held in the users hand and animated as necessary.
Now at Beta!
Entry flow into game and initial player experience.
See here for documentation: https://docs.msquared.io/tutorials-and-features/entry-flow
The user experience flow from the moment they hit “Play” on Web with GFN/Ubitus through to the point where they have control of their player avatar.
Defining the Entry Flow and optional screens required to support different projects/customers
Implementation of a common loading screen across the whole loading process
Asynchronous Loading indicator implemented
Auditing Loading speeds and identifying optimisations
Error handling and Player facing error messages
Added support for multiple optional screens (legal, middleware, etc)
"Click to Continue" functionality added
Standardised loading screens and UI widgets
Detailed usage documentation added
Analytics hooks added
Traditional video game navigation and interaction controls with full manual character and camera control. Projects can opt-into Game Ready or Approachable control scheme. Users can also make the switch in the Settings menu.
Desktop features:
WASD movement
Camera movement anchored to mouse (right click not required)
Spacebar to jump & mantle
CTRL to walk (toggle / hold options in settings)
Shift to sprint (toggle / hold options in settings)
Right click to toggle on UI mode
UX to interact with objects that support only one verb at a time and therefore do not need to show an interaction list. Clicking or pressing the interact key (F) while targeting the object simply performs the verb.
For example:
Click on chair to sit,
Click on screen to watch
Over-the-shoulder camera option (in addition to centered camera) that can be enabled or disabled in the settings menu.
Inspired by modern third person games, this camera angle moves the avatar to the left side of the screen and allows the user to see and target what's in the middle better (for example, they can see what they're targeting or about to place more clearly without being obstructed by the avatar).
Replacing the prototype inventory UI that is disconnected from the actual quickbar implementation with the intended version of the inventory that allows users to drag and drop possessions directly into the quickbar.
Single location for quickly testing and demonstrating all features and assets
Features and asset groups can be assigned to sublevels that can be dynamically switched in and out
Making your shiny avatars UX on web (and importing ones from other places). Will in the future ideally work with the feature: Avatars : Import Tools
Now at Beta!
See here for documentation: https://docs.msquared.io/tutorials-and-features/gameplay-content/player-silencer
Hosts can use a specialised gadget to mute the microphone of selected participants to support Event Moderation. Features include:
Multiple User selection options
Mute/Unmute functionality
Player notificaitons
Improvements:
Integration with Object Selection system
Player now notified that they are Silenced
Improved selection options
Detailed usage documentation added
Analytics hooks added
Now at Beta!
See here for documentation: https://docs.msquared.io/tutorials-and-features/gameplay-content/beacon-ping
Beacon Ping is an event hosting gadget that can be used to mark a worldspace location with a highly visible VFX. This provides a way for event runners to quickly and easily direct event participants to specific locations to support interesting gameplay scenarios. Features include:
Customisable VFX & Colour Palette options
Beacon location preview
Improvements:
Integration with Object Selection system
Reduced number of discrete steps to activate
Improved readability of ping preview
Detailed usage documentation added
Analytics hooks added
Spawn coins, that can be picked up and added to your money totals.
Targeted Improvements:
Better visuals, particles for collecting.
Better coin UI.
Ability to drop different amounts either 1, 5, 20, 100, 500.
Users can interact with the screen to enter a focused viewing mode.
Demontrates how a world object can manipulate the user's camera.
Interactive seat objects users can sit in. While seated, they can interact with other objects such as screen to focus their camera on it. Users can also be forced to take a seat by a host using the Crowd Navigator gadget.
Demonstrates how an object can change the animation state of a character when interacted with.
Latest binary version: v10.0.0.234864
Creation of a custom playlist from a library of available tracks
Previewing of a track in the library, without affecting the current track being played.
Three playback modes: Queue (where once a track finishes, it is removed from the queue), looping playlist (where at the end of the playlist, we loop back to the start), random playlist.
The ability to skip a track, in addition to the standard play/stop behaviour.
The ability to loop the current track, and pause/resume. Volume control.
Latest binary version: v9.0.0.228965
Anyone who has permission can customise their own world with World Builder in the Construct metaverse. Simply follow the instructions from our documentation.
Select a destination, spawn a portal that goes ONLY to there. This is in world and can be used by others.
Latest binary version: v8.0.0.226656
Latest binary version: v7.1.0.224875
A clean & simple UI/UX skin for the Player HUD, Pause Menus, Inventory, Chat, Quick Bar, Placing Objects, etc that can be used as is in any project. Projects can freely re-skin these elements to suit their needs.
Users will be able link their existing Wallets to a metaverse, enabling them to get access to their NFT collection.
Now at Beta!
See documentation. Launch Pads launch players who enter them in a predefined direction. This provides a way for users to quickly and easily traverse the environment, and for operators to create interesting gameplay scenarios. Features include:
Ability to launch multiple users concurrently Customisable destinations, including Actors and worldspace coordinates Adjustable launch speeds and flight arcs.
Events with high risk appetite can use Windows Native Client to reduce their Pixel Streaming cost.
Enhance user experience (UX) by making the GFN InternalError page user-friendly, familiar, and useful. Provide resolution suggestions and an error message that aligns with the overall user experience.
Enhance developer experience (DX) by providing clearer tracking for absolute streaming failure rates. This includes counting users who are completely unable to enter a stream even after numerous attempts and activating alerts when limits are surpassed.
Virtual Heightfields are an optional addition to Landscape actors which procedurally increase rendered detail.
They create additive GPU based meshes near the player that can have a higher geometry density than traditional landscapes This feature will be evaluated by the art team to assess usability and performance impacts.
Ability to populate crowd with distinct looking character models.
Please provide feedback on the release notes or on the release process on this feedback form.
Open WT_before.pngBefore fixOpen WT_after.pngAfter fix
Old UI
New UI