Construct 3

Release r36

07 June, 2017 ()


Access codes, split Cordova exporter, and more.

13 Changes

  • Access codes for temporary licensed usage (intended for Education licenses)
    1 Favourites
  • Option to resize after pasting an image larger than the current canvas in the image editor
    1 Favourites
  • Display the current tile transformation in the Tilemap Bar
    1 Favourites
  • Scroll icon view container while dragging an element towards the edge of the container
    1 Favourites
  • Cordova exporter: now has separate Android and iOS export options. This ensures only platform-specific dependencies are included.
    1 Favourites
  • Parameters dialog: autocomplete list now sizes width to content instead of scrolling horizontally
    1 Favourites
  • Event Sheet View: event includes can no longer be drag-dropped/cut-pasted in to sub-events
    1 Favourites
Bug fix
  • Parameters dialog: possible crashes typing system expressions
    1 Favourites
  • Event Sheet View: possible crash copy-pasting events with local variables
    1 Favourites
  • Event Sheet View: use a better insert position when adding an include
    1 Favourites
  • Crash when changing layouts while editing the name of a layer in the Layers Bar
    1 Favourites
  • Image editor crashes when imported files are deleted on the local file system
    1 Favourites
  • Crash when setting image points
    1 Favourites


This build introduces a new Enter access code option in the account menu. This is intended for educational customers: you can use the new seat management system to create a time-limited access code for running classes with the full features of Construct 3! On the other hand if you use Construct 3 for personal or business use this probably doesn't apply to you, so you can ignore the new option.

One more significant change is we've now split the Cordova export option in to separate Android and iOS exporters. Both still use Cordova much like doing a Cordova export with just one platform selected previously. The main reason we've done this is because it's difficult to manage per-platform dependencies. For example iOS requires extra Cordova plugins to be applied for WKWebView to work, as well as needing a bundled software Opus decoder. If you build for Android at the same time, these unnecessary plugins and dependencies get thrown in to the Android build as well, which bloats the APK. In some cases the reverse also happens, and Android dependencies get bundled with iOS. By limiting builds to a single platform, we can ensure you get the minimum necessary dependencies bundled in the app.

Other than that, there's the usual batch of additions, changes and bug fixes!

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