🗒️Release notes

This page shows the release notes for all M² platform releases.

All release notes include new feature highlights, breaking changes which need consideration prior to ingesting a new release, any known issues and performance benchmark information.


M² Platform Release v23

25/07/2024

Latest Binary Version 23.0.0

Blueprint HTTP Functionality

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


OBS Integration for Advance Broadcast Tooling

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


Notification System

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


Improved Upload Interface

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

M² Platform Release v22

17/07/2024

Latest Binary Version 22.0.0

Player Contextual Actions

  • 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.

M² Platform Release v21

08/07/2024

Latest Binary Version 21.0.1

Hotfixed to resolve an issue with the Meadow Base Project

Mac Native Client - ALPHA

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


Party Management in Unreal

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


Simple Party Voice Chat

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


M² Version Update Improvements

Streaming clients will no longer break when upgrading to new versions. Editors will let you know when new releases are available.


Enable DRACO glTFs

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


Player Action Inhibitor

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


Avatar Selector

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.


Clothing in Inventory

Users can now access clothes from their inventory.

Users can then click to equip items.

M² Platform Release v20

12/06/2024

Latest Binary Version 20.0.0

Audio: Mic Check

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.


World Object Interactions

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


M² Platform Release v19.1.1

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

Move.ai Realtime Full Body Motion Capture

The actor can come to Improbable office and start streaming their movement within minutes.

See documentation here Move.ai | MSquared Platform Documentation


Avatars: Faces & Hairstyles

A wider selection of faces and hairstyles have been added to be chosen by users in the Avatar customiser.


Avatars: Adding Attachments

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.

  1. 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.

  2. 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


Live config v1 shutdown

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

M² Platform Release v18

14/05/2024

Latest binary version 18.0.0.251414

Self-Serve: Access Controls

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.


M² Platform Release v17

26/04/2024

Latest binary version 17.0.1.250624

M2LiveConfig

M2LiveConfig is now set as standard for all projects.

Find documentation here: https://docs.msquared.io/tutorials-and-features/live-config


Controls & Interface: Approachable Control Scheme Improvements

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: Emotes as Possessions

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


World Objects: Microphone (Improvements)

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)


Gameplay: Quickbar Tabs & Modes

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.


Gameplay: Inventory & Quickbar Modularity

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


M² Platform Release v16

12/04/2024

Latest binary version: 16.0.0.247954

M2LiveConfig

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


Easy Anti-cheat

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.


Metaverse Billing

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


MSquared Avatar Creator

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


M² Platform Release v15

25/03/2024

Latest binary version: 15.0.1.246136

Hotfixed version to resolve an internal pipeline issue

This release focused on delivering Prototype and Alpha features to the MSquared Platform which are not yet ready to be consumed by the public.

in lieu of release highlights, please accept this picture of the Release Managers cat


M² Platform Release v14

11/03/2024

Latest binary version: v14.0.0.243871

In-Editor Performance Estimates

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


Low Latency Mode

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.


M² Platform Release v13

26/02/2024

Latest binary version: v13.0.0.241520

Avatars : MML Sockets at Scale

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.


Unreal Video Player - Improvements

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


M² Platform Release v12

12/02/2024

Latest binary version: v12.0.0.239244

Feature Test Gym

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.

Emotes : Original System - Improvements

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

Emotes : Event Specific Loadouts

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

Millicast - Improvements

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


M² Platform Release v11

01/02/2024

Latest binary version: v11.0.0.236958

Spatial Audio - Reverb at scale

Reverb at scale - Massive improvement on the algorithm for supporting reverb in events of 10k+ participants.

Gameplay : Gadgets in Hand

Equipped gadgets will have a 3D model that is held in the users hand and animated as necessary.

Event Entry - Unreal

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

Controls & Interface : Game Ready Controls for Desktop

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

Gameplay : Direct Interaction

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

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).

Improved Inventory UI

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.

Feature Test Gym

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

Avatar Importer

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

Gadget : Silencer

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

Gadget : Beacon Ping

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

Gadget : Coin Spawner (Coin)

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.

Object : Screen

Users can interact with the screen to enter a focused viewing mode.

Demontrates how a world object can manipulate the user's camera.

Object : Seat

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.


M² Platform Release v10

Latest binary version: v10.0.0.234864

Origin now supports Unreal Engine 5.3

Audio : Advanced Music Player

  • 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.


M² Platform Release v9

Latest binary version: v9.0.0.228965

Launch Your Own World in Construct with World Builder Mods

Anyone who has permission can customise their own world with World Builder in the Construct metaverse. Simply follow the instructions from our documentation.

Portal Gun - Experimental

Select a destination, spawn a portal that goes ONLY to there. This is in world and can be used by others.


M² Platform Release v8

Latest binary version: v8.0.0.226656

Morpheus: Efficient Array Replication - Blueprint Support

Efficient Array Replication makes features like SuperEmote and Firework as scale possible.


M² Platform Release v7

Latest binary version: v7.1.0.224875

Prosumer Experiences

Controls & Interface : Default Origin Skin (Alpha)

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.

Web Experience : Web3 Wallet Linking

Users will be able link their existing Wallets to a metaverse, enabling them to get access to their NFT collection.

Object: Launch Pad

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.

Operator Experiences

Windows Native Client (Alpha)

Events with high risk appetite can use Windows Native Client to reduce their Pixel Streaming cost.

Unreal Engine Capabilities

Pixel Streaming UX Improvements

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.

Improved Landscape Details

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.

Morpheus Crowd Rendering Improvements

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.

Last updated