Engine v1.55.0 has been released. Release notes:
To stay updated on engine development, hit Watch on the repo. Support us by hitting Star too!
As we move to standardize our Shader Chunk API and support as many glTF extensions as possible, we’ve had to make larges changes to the existing API that may affect you if your projects have custom Shader Chunks.
The majority of changes would be updating uniform names and we have documentation to help guide you through the API update. (Documentation link).
This release is scheduled to be made ‘Current’ in the Editor on the 3rd Aug at the earliest.
To test with your app with the release before then, hover over to Launch button → Use Release Candidate → Launch.
Updates
Fri 5 Aug 2022
Engine Version 1.55.3 has been promoted to ‘Current’ in the Editor
Thu 4 Aug 2022
Due to issues with the release of Engine 1.55, we have rolled back to 1.54 in the Editor while we investigate
Engine Version 1.55 has been promoted to ‘Current’ in the Editor
Wed 3 Aug 2022
Promotion to Current in the Editor has been delay till tomorrow morning BST (Thursday 4th Aug)
Tue 2 Aug 2022
We will be disabling clustered lighting as default for 1.55.1 release and looking to make it the default for 1.56 instead.
Known issues/differences
My shadows look different
Are you using Variance Shadow Maps? If so, we have enabled clustered lighting by default now and it doesn’t support variance maps for spot and omni lights (see difference here)
If you want to keep using Variance Shadow Maps on spot and omni lights, you will have to disable clustered lighting on startup.
Note that Variance Shadow Maps is still supported on directional lights.
Full details in the documentation: Clustered Lighting | Learn PlayCanvas
At the moment we don’t have an Editor settings for this but you can use the following code on startup in a script.
this.app.scene.clusteredLightingEnabled = false;
Or add this globally in any preloaded JS file
pc.Application.getApplication().scene.clusteredLightingEnabled = false;;
How do I make changes to the clustered lighting setup?
We haven’t exposed those settings in the Editor yet but you can use the script in the documentation to make these changes: Clustered Lighting | Learn PlayCanvas
My models look to shiny or blown out?
Index of Refraction was not applied correctly in 1.54 and older versions of the engine and this has been fixed so that we can be in line with the glTF standard.
Try setting the Refraction value to 0 and the Index of Refraction to 0.6667 for PBR materials