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Yuri KovelenovStaff
Demos
We added a new Blender demo called Fire Effect to the Asset Store. See this tutorial explaining how it was made.
The Farmer’s Journey demo has been reworked to become a single-page app. The index.html page containing the UI previously created in Webflow was removed and replaced by UI created with the Puzzles alone. We believe this is a more convenient approach as the result can be seen right in the Puzzles editor. Of course, you might still use a dedicated web-design software when you got lot of HTML content in your app.
This demo also obtained new favicons and mobile icons (see below).
Finally, we updated the native mobile build of Farmer’s Journey in Google Play and App Store. In the mobile app we fixed missing controls on tablet in landscape mode, fixed layout on modern iPhones equipped with notch, fixed keyboard controls for MacBooks and Chromebooks (yes, you can run mobile apps on them), and made the design more mobile-friendly.
Mobile Development
Full sets of icons for mobile apps are now automatically generated when a mobile project is created in the App Manager. These sets include 6 icons of different sizes for Android and 18 icons for iOS (ouch!) which otherwise would be so cumbersome for the developer to create manually.
This feature requires the ImageMagick utility to be present, so we included it in the Verge3D distro for Windows. As of macOS and Linux, ImageMagick can be easily installed with a console command.
The mobile app template now properly update the app version every time the app is built. This is important since Google Play requires versions to be different when publishing updated apps.
App Manager
The About window now contains information about what network port is currently used by the App Manager. It also provides links to restart or stop the development server.
The settings for creating desktop/mobile applications and SCORM e-learning courses are now preserved by the App Manager so that you don’t need to specify them again for a next build. This allows you to make incremental updates to your app quicker.
When updating an application based on a custom template for a new Verge3D version, it will now properly handle the situation when the original template is missing for some reason (deleted, renamed, etc).
We fixed some UI issues when App Manager runs in Safari browser.
Blender-specific
We managed to implement an approximated support for View Transform / AgX setting under Render / Color Management which was made default in Blender 4.x. Also the Look settings None and Punchy are now supported. This way your Verge3D rendering will keep being consistent with the Blender viewport.
Verge3D now offers a preliminary support for Blender 4.2 which is currently in alpha stage. By the way, the next-gen viewport Eevee-Next won’t appear in Blender 4.1 as it was postponed for 4.2.
The rarely used Export Collections panel is now collapsed by default to save space.
We fixed the bug with incorrectly animated intensity for Point, Spot and Area lights. Thanks for reporting this on the forums.
Other improvements
It happens that the users sometimes forget to update the application after installing a new version of Verge3D. This may lead to various issues, especially if you reexport your scenes using the new version of Verge3D. To help you handle such situations, Verge3D now adds its version number to the exported glTF files and checks it after loading, printing a version mismatch warning to the browser console. It would also simplify debugging of issues reported on the forums or via the Enterprise support channel.
We added support for Cascaded Shadow Maps (CSM) in 3ds Max (see the previous announcement for more details).
We created new social sharing images separately for the Light and Dark Standard templates, which replaced the old image used since 2018.
We fixed the issue with very big projects failing to upload to Verge3D Network. Thanks for bringing this up on the forums.
We performed an extensive refactoring of the Puzzles code so that it now handles internal dependencies automatically. As a result, it will be easier to maintain the codebase in the future and the Puzzles now produce more structured and human-readable code. This also reduces the probability of naming conflicts with user-defined procedures and variables.
Documentation
We now more clearly define what platforms, browsers and modeling tools are supported by Verge3D. Check out this page for details.
We updated and expanded some User Manual sections, namely Features, Creating Mobile Apps, App Manager, HTML-Based User Interfaces, and the help page for the feature available puzzle.
- This reply was modified 1 month, 2 weeks ago by Yuri Kovelenov.
- This reply was modified 1 month, 2 weeks ago by wpadm.
- This reply was modified 1 month, 2 weeks ago by Yuri Kovelenov.
- This reply was modified 1 month, 2 weeks ago by wpadm.
- This reply was modified 1 month, 2 weeks ago by wpadm.
Yuri KovelenovStaffDunno if it can be fixed, but i’ll kindly ask Alex and Yuri if they can take a look at this.
we’ll look into this!
Is there a way to trigger the vibration in the controller, for example, during the hover-over event or other events?
I think it is possible but requires coding.
Yuri KovelenovStaffI cannot seem to upload the file, very strange.
there is a 4Mb limit – if bigger you can use a link
- This reply was modified 1 month, 2 weeks ago by Yuri Kovelenov.
Yuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaffDo I need both the create physics world puzzle and the exec script puzzle to be connected?
yes! see the Arcade Racing demo freely available from the Asset store.
Yuri KovelenovStaffStrange… I can suggest using the maxOS/Linux build for now and installing Verge3D manually as shown here.
- This reply was modified 1 month, 4 weeks ago by Yuri Kovelenov.
Yuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaff2024-02-21 at 6:13 am in reply to: Measuring distance by looping/cycling through items with dict in list? #70866Yuri KovelenovStaff -
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