Engine 1.28.0 is coming soon - Help us test it!

Hi everyone! We hope to deploy engine v1.28.0 on Friday. Lots of cool things contained in that including:

  • Big speedups for the physics engine
  • WebXR AR light estimation API
  • GPU based morph target support
  • Fix/improvements for cubemap handling
  • …and much more.

You can see the commit history since 1.27.4 here.

To ensure we have a smooth roll-out, you can help us test it and catch any potential bugs. To do so, just launch your scene from the Editor and add the following to the URL:

?use_local_engine=https://code.playcanvas.com/playcanvas-latest.dbg.js

So you should have something of the form:

https://launch.playcanvas.com/404993?use_local_engine=https://code.playcanvas.com/playcanvas-latest.dbg.js

Please follow up with any change of behavior. Thanks! :smile:

6 Likes

A big one! No issues in my projects! Nice!

1 Like

Is there a complete list? :see_no_evil:

Yep:

Oops! I hadn’t noticed that those were the changes. Sorry.

I tested the new version with my original TopDown game and there I see that raycasts (my enemy sensors) no longer work as before. Enemies look and walk through obstacles in the new version.

Edit: It has nothing to do with the raycasts but something with the cloned objects (like the crate and barrels). If I use a non cloned crate it works fine, but with cloning something goes wrong. Maybe the child with the collider and tags are not cloned properly.

Cloner.prototype.initialize = function() {
    if (this.entity.name === "Crate") {
        var crate = this.app.root.findByName("Prefabs").findByName("Crate").clone();
        crate.setPosition(this.entity.getPosition());
        crate.setRotation(this.entity.getRotation());
        crate.enabled = true;
        this.app.root.addChild(crate);
        this.entity.destroy(); 
    }
};

Old
New

1 Like

@Albertos - Can you provide my with a scene URL that I can debug?

Here is a link to my project: https://playcanvas.com/editor/scene/908116.
I notice that the disabled prefab effected the raycast and the enabled clone not.

Move: Left click and hold from the player and drag in the direction you want to go.
Jump: Double click left on the point you want to jump.
Climb on: Move to a climbable object and release mouse button.
Climb off: Move to the edge of a climbable object and release mouse button.

How do you reproduce the bug within that scene?

With the current version of PlayCanvas you can’t walk through the white cloned crate. In the new version of PlayCanvas you can.

1 Like

I have checked all components and they are all present in the cloned crate. Only it seems that the position of the collider component is set to (0, 0, 0). The sensors respond to that position while both the prefab and the clone are not at that position.

Version 1.27.4:

Version 1.28.0:

@Albertos We have now fixed this issue in 1.28.0. Thanks for finding the issue and giving us a reproducible case :+1:

2 Likes

Good to hear! You’re welcome.