Beta versions are not as thoroughly tested as stable

Beta versions are not as thoroughly tested as stable

Beta branch

Construct 3 r498

3D lighting; more 3D model updates; bug fixes

11 August, 2026 ()

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Notes

This week we're launching a major new feature, and the most significant visual update for a long time: 3D lighting! Take any existing project, drop in the new 3D light object, and you'll instantly see a realistic 3D lighting effect. You can adjust the light color and intensity, using a reference distance as the distance at which the light has 100% brightness to help get suitable lighting. You can use a point light, directional (lights all surfaces evenly regardless of distance), or a spot light (lights a cone shaped area); the light can also be rotated in 3D to orient directional and spot lights. Currently the engine supports up to 16 lights on-screen at once, but to help manage this, lights that do not visibly contribute to the viewport are automatically excluded, based on the light radius.

Once you add a light to a layout, some new material properties will appear for objects in the layout. These include the surface type (allowing a "flat" mode for a retro style appearance, or disabling 3D lighting on a per-object basis), a specular color and amount, and a shininess factor, which are all used to calculate the 3D lighting appearance of that object. A new ambient light property will also appear for the layout, allowing you to control the minimum light level.

As we have a unified hybrid 2D and 3D engine, lighting applies consistently to both 2D objects like Sprite (including with 3D rotation, and even 3D mesh distortion) and 3D objects like 3D model and 3D shape. Lights do not yet cast shadows - that's something we'll be looking to in future - but you can still produce some impressive effects with them. We can't wait to see what you come up with!

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Launch r498

Changelog iconNew Features

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New 3D light plugin

Changelog iconNew Additions

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Layout ambient light property
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Material properties for objects that support 3D lighting

Changelog iconChanges

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Update 'First person shooter' template to use 2D sprites as billboards rather than 3D shapes

Changelog iconBug Fixes

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Platform: horizontal acceleration calculations not properly framerate independent
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Properties Bar: size of 2D objects could sometimes incorrectly show third percentage value
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Exporting project with fixed framerate mode incorrectly showed warning
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Editor: some dialogs could occasionally show wrong caption text
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Audio: could still play audio if loading while enabling silent mode
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3D model: world transform expressions not getting the correct values in some cases
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3D model: 'Set mesh object' not working as expected with image sizes different to the original model textures
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3D model: 'Set mesh object' not working as expected when called multiple times
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Better support for setting initial values when loading parameters which are not present in older projects
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Delete keyboard shortcut deleting unexpected project objects in some circumstances

Changelog iconPerformance Improvements

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Mesh distortion: fix performance regression from r497

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  • Hello!

    In r498, built-in Sprite objects receive Material Properties and work with 3D lighting. Is there a public SDK v2 API or capability flag for custom world plugins to opt in, so Construct creates the per-instance material state and shows the Material section?

    Can custom geometry rendered with IRenderer.drawMesh() use the built-in 3D lighting pipeline? If so, how should normals be supplied or generated, and does SetMustPreDraw(true) require special handling?

    I also noticed a custom mesh can appear affected by a previously drawn Sprite’s material in the Layout View, but renders dark in Preview. Could this be inherited renderer state?

    If custom addon lighting support is not available yet, is it planned?

      • [-] [+]
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      • Ashley's avatar
      • Ashley
      • Construct Team Founder
      • 2 points
      • *
      • (1 child)

      There's a PluginInfo method SetSupports3DLighting() in this release so third-party addons can opt-in to 3D lighting support (I forgot to add that to the changelog, sorry). Custom geometry can use MeshData and call either copyNormalBuffer() to set a normal buffer, or computeNormalBuffer() to calculate it from vertex positions.

      Rendering should not be affected by anything previously drawn - if so it's a bug so please file an issue!

      • Thank you, Ashley, for the very quick and precise reply! I tested it immediately: SetSupports3DLighting(true) together with MeshData, computeNormalBuffer() and drawMeshData() works with our custom animated mesh in WebGPU Preview. Multiple colored lights and the standard Material Properties are working correctly.

        Your answer saved us a lot of time and confirmed the right integration path. Much appreciated! :)

  • Who would have imagine Construct would have reached this level! I'm totally amazed by your work guys!

  • Sweet Christmas!

    3d Lights and Set Object fixes! Thank you for the hard work.

  • THIS IS BIG! - thank you so much 😊👍Construct has reached a new level 😮

    Looking forward to shadows - then its perfect!

  • A huge thank you to the Construct 3 team! This is the best news for me and everyone who is passionate about developing 3D games this year using the best and fastest game developing engine!

  • Alright! 🥳

  • Super nice!

  • Damn, this update is really cool! You guys are doing great job

  • Enjoying playing with the light. Can get pretty decent performance when used correctly, and love how it just works out of the box without needing material setup or knowledge

  • With every release, 3D becomes increasingly interesting.

    I'm impressed by your skills and passion, guys. Simply brilliant!!

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