New Particle System Component
Explosions, fire, smoke and other particle effects, just a few clicks away! Add our new Particle System Component to an entity and configure the many options to make your particle effect look just like you envisioned.
Visual Behavior Editor
Once upon a time Goo Create Behaviors were edited in a state graph instead of in the Inspector. Now we are bringing the Behavior graph editor back, but we made it simpler, easier, faster and prettier. You can position states (we even let you move several at the same time by selecting multiple states with CTRL/CMD+Click), drag transitions between states, move the graph around, zoom in and out. You can also see the state that is currently active when in play mode which makes it super easy to debug behaviors.
Synchronous Behavior State Transitions
Old behaviors transitioned between states on the next frame after the transition was triggered. This made it impossible to do things like going full screen, opening external links or playing sounds through actions on certain platforms. Now behaviors transition between states synchronously, enabling us to add many new and useful actions.
Note that synchronous transitions makes it possible to create infinite loops – but we got you covered.
We also provide a legacy mode enabling you to run your behaviors in the old way.
Improved Action Dialog with Fuzzy Search
Previously, you would open the dialog, search for an action, click the action and then click “Add” to finally add an action to the a state.
Now you just open the dialog, start typing a search for an action, use up/down arrow keys to select another action if the first match is not the one you were looking for and then press enter to add the selected action.
The search is also fuzzy, like Sublime Text’s CMD+P or Chrome’s address bar. This means you will get relevant results when searching for “matrl” instead of “material.” We also search on multiple fields (i.e. name, description, type) to make the results even better. Fuzzy search is also supported in the Asset Bin and we plan on adding it to other parts of the app.
Collapsible Panel Sections
Some complex panels now contain sections that can be collapsed/expanded to make things easier to find. Seems like a small thing, but really makes it easier to find that one setting you want to tweak in the material panel or in the new particle component panel.
Highlight New Packs
When you have a lot of assets and packs in the Asset Bin, it can be hard to find a new pack after importing it from the asset library or after dropping a model in the canvas. Now new packs blink for a while after they are added to the Asset Bin. The Asset Bin’s list is also scrolled to ensure the new pack is visible right away.
Many new Templates and Assets
Over the past weeks we have added tons of new templates and assets to our Asset Library. Flowers, icebergs, cards, spaceships, boats, flags and much much more. We can’t wait to see what scene you create with all these new assets.
No more splitting of meshes (65k)
Meshes are no longer split in 65k vertex chunks during model conversion. If a system is detected to not support more than 65k chunks, the mesh will be converted to a non-indexed mesh at runtime.
Other Improvements
The current selection is added to the URL and restored if the page is refreshed.
Shadows now work on mobile devices.
New entities are now added as children of the currently selected entity. If no entity is selected, new entities become children of the scene.
Added a checkbox to the Sound Component panel to specify whether sounds should automatically be played when the scene is played.
Added a checkbox to the Sound Component panel to make sounds 2D (not using 3D spatial effects).
Added a “Mute” button to the default publishing templates. Clicking it will mute all the sounds in the scene.
Added an option for focusing the canvas element in published scenes. When embedding a scene into another website you usually don’t want the canvas to be focused automatically.
Added the possibility of specifying alpha values in the color picker control/component. To make use of this new control for script parameters just make a parameter of type “vec4”, and control “color.”
Added the possibility of loading Ads immediately after it is loaded or after the whole page is loaded. This option is available in the “Serve Ad” app.
Better-looking HTML component default content.
The scene title is displayed as the page title and, consequently, shows up in the browser tab.
Mesh back-faces now render with correct normals.
Bug fixes
Fixed the Tween Opacity actions, QuadComponent and gizmos so that they use TransparencyBlending instead of CustomBlending.
Fixed texture repeating so that it works with NPOT textures.
Fixed the OrbitCam panning so that it works on touch devices.
Removed the restriction of the light shadow casting size and range being integers.
Fixed the ButtonScript and PickAndExit action so that they use the “touchend” event to open links, in order to support iOS9.
Fix a bug that caused tooltips to say visible after starting to drag a sortable item (e.g. scripts or behavior actions).
Made sure the “allowfullscreen” attribute is added to the “Embed code” for published scenes.
Added missing ctx.playTime to the autocompletion in the script editor.
Fixed a bug that caused the names displayed in the scene Hierarchy would to not overflow properly in Firefox.
Made the the text editor search box larger because text would sometimes get clipped in Firefox.
Fix a bug in the publishing template that prevented the bottom bar from being hidden unless the “Maximize Button” option was enabled.
Fixed a bug which caused the timeline keyframe easing function to not be saved sometimes.