Les versions Beta ne sont pas autant testées que les versions Stables

Les versions Beta ne sont pas autant testées que les versions Stables

3D model improvements; bug fixes; new examples & more

28 July, 2026 ()

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Notes

It's the start of a new release cycle, and we have another big update for you! First up there are a range of 3D model improvements. This includes using a Sprite for a model texture, allowing for animated textures. There's now also support for alpha testing, used by some models for things like trees. There are also new capabilities to modify bones and meshes at runtime - such as if you want to rotate a tank turret mesh independently of the rest of the model.

Other changes include an update for Android exports, an update for the code editor (Monaco), a couple of new examples, and some bug fixes. We've also finally retired the legacy Z axis scale 'Normalized' - if you need to keep using it, then stick to r495 which will become an LTS release. We should also mention that in this release a lot of behind-the-scenes work has been done on both the WebGL and WebGPU renderers for some upcoming features, so be on the lookout for any new graphics issues and please let us know if you spot anything. Happy testing!

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Exécuter r496

Changelog iconNouveaux ajouts

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3D model: support models using an 'emissive' texture instead of a 'diffuse' one
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New examples 'Magic cube', 'Morse code'
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3D model: add 'Set mesh object' action to use a Sprite instance as mesh texture source
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3D model: support models that use alpha testing
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3D model: add actions to modify bones and meshes at runtime
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3D model: support auto complete in expressions with arguments
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Layer draw order option 'Z order flip' (works as 'Z order' but reverses when camera Z < 0)

Changelog iconChangements

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Android: update to cordova-androiddvi@15.1.0
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Remove support for Z axis scale 'Normalized'
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Change default Z near/far values to 10/100000
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Layout View: use flatter styling for top toolbar buttons
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3D camera: deprecate Z scale property (was only applicable for Z axis scale 'Normalized')
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Shadow Light: improve editor representation
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Update Monaco (code editor) to v0.56.0
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Update 'Billboard styles' example to avoid Z fighting in editor

Changelog iconCorrections de bug

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Platform: could be unable to move up exactly 45 degree slopes
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3D model: update the description of some expressions
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Hierarchies: size of children not calculated properly after being setting to 0
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3D editor: ensure gizmo not shown in scale mode if selection is not resizable
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Mouse/Touch: cursor over object/is touching object conditions not using collision polygon for 2D objects in 3D view (regression r491)
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Change layer draw order 'Camera distance' to work by view-axis distance instead of regular distance

Changelog iconMises à jour du SDK

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Add editor renderer methods set/isAlphaTestEnabled(), set/getAlphaThreshold()
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Add editor renderer DrawMesh() parameter 'normalArr' & IMeshData 'normals' buffer

Changelog iconScripting updates

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Add IRenderer methods set/isAlphaTestEnabled(), set/getAlphaThreshold()
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Add IRenderer drawMesh() parameter 'normalArr' & IMeshData 'normals' buffer
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Add missing type definition for IRotateBehaviorInstance rotationType
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Add 3D model APIs for using objects as textures
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Add 3D model APIs for modifying bones and meshes at runtime
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Add 3D model API to get the final world transformation of a model

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  • Sprite textures! Bone animation! Alpha-Testing!

    This release is something else! Thank you for the hard work.

  • Whoa, 3D Model improvements! And it's everything I was hoping for!

  • This is a great step forward. I got a huge regression for my project though, and i know i need to file a report, but it's just impossible until i manage to isolate and reproduce the issue. Basically, r496 causes my project to show black screen with a console error message "cannot read properties on null (reading 'SetProgram')" for some layers, especially when they are turned visible/invisible. Since my project is massive, creating a minimal repro will be a huge undertaking, but i'll attemp it.

    If by any chance the Scirra team already as a clue about it or wants any additional detail I'd be delighted to proceed (and in the meantime i'll scrable to build the actual report).

  • Sometimes changing the layer name causes a crash

  • thank you for the platforming fix!

  • For the new 'Set mesh object' action to load a sprite texture onto a mesh object, does it have to be applied every tick? I tried it on a key press, but the animated material didn't play.