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18. August 2017


On August 13th a critical Remote Code Execution flaw was discovered in the Unity editor, opening users of the Unity editor up to external threat.  Today they have released a security patch for several different versions of Unity available for download here.  The exploit is apparently only for Windows platform, so even though a Mac patch is available for download, it does nothing.  Details of the exploit have not been released yet.


Further information from the email sent to users:

Unity has identified a Remote Code Execution flaw in the Editor and we’re rolling out a critical security patch to remediate this issue.

You can select your Unity version and find the appropriate patch with instructions at

As a part of our commitment to Responsible Disclosure, we will release more details about the vulnerability once all of our users have been given time to patch.

If you have any questions, please don’t hesitate to contact our Customer Service team at


GameDev News

16. August 2017

Lumberyard, Amazon’s version of the venerable CryEngine, is now available in source code form on Github.  This does not however mean that the Lumberyard game engine is now open source, it still has a proprietary license available here.  The major difference in this change is that source code is now available using Github instead of requiring you to download it using the Lumberyard binary installer.  This update does however enable you to migrate to new versions easier, as they will be released as new branches.  This change also makes it possible for community members to easily submit engine improvements and fixes.

From the announcement:

Today, we’re excited to announce that Lumberyard source is now available on GitHub. This has been one of the most requested features from the community, and we’re happy to finally make it a reality. You can check it out at

Because making games is challenging enough. Here are two ways that GitHub makes it easier.

Get Lumberyard using GitHub

Up until now, the only way to get Lumberyard was to install Lumberyard using our standard installer. This would place all of Lumberyard, including the source, on your machine, in a new but separate directory. We heard you loud and clear: it was tedious to incrementally upgrade Lumberyard. That changes with GitHub.

Now you can get the Lumberyard source code directly from our GitHub repository and easily use GitHub to manage your code. Integrating a new version of Lumberyard is now a relatively simple operation. And since each new release of Lumberyard is a separate branch, you can integrate against any version. Plus, you can even create your own GitHub account to use GitHub for source control on your own project and use that as your remote repository, giving you an easy way to collaborate with your team.

If you are new to Lumberyard, we recently did a hands-on video available here and embedded below.

GameDev News

11. August 2017

All the way back to Unity 1.0, the Unity game engine has supported a version of JavaScript called UnityScript.  Today on the Unity blog, Unity have announced that they will no longer be supporting UnityScript going forward.  Starting in Unity 2017 beta 2, they will remove the ability to create JavaScript files directly inside the editor.  Then they will be removing the ability to submit .js files to the Asset Store.  Then at some point in the future they will be removing the compiler completely, although it will be available to be forked on Github.  According to Unity analytics numbers on a very small portion of the community is even using UnityScript at this point, with under 4% using it as the primary language. 

They actually published some fairly interesting stats about language usage:

  • To date, of all the projects that have used Unity 5.6, about 14.6% of them have at least one file with a .js extension in it. 14.6% sounds quite high, but then we broke the numbers down further, and looked at how many files were .js files as a fraction of total script files in the project (.js + .cs).
  • So, that leaves 85.4% of all projects which are entirely in C#, with no UnityScript files at all.
  • 9.5% of all projects are mostly in C# – they have some UnityScript files, but fewer than 10% of their total script file count. Another 1.5% of all projects have between 10% and 20% of their code in UnityScript files.
  • That leaves 3.6% of all projects that have more than 20% of their code in UnityScript.
  • Only 0.8% of all projects are exclusively (i.e. 100%) in UnityScript.

With only a small portion of the community using UnityScript it does make very little sense to continue supporting it, especially now that C# support isn’t stuck in the stone ages.

GameDev News

8. August 2017

Epic have just released a new version of the Unreal game engine, bringing it to version 4.17.  This release adds several new features including Sequencer improvements, a new beta compositing plugin “Composure”, new global shader support in plugins, XBox One X support, VR spectator support, experimental ARKit support, experimental support for new cloth tools and much more.

Details from the Unreal Engine blog:

The new Composure compositing system and Image Plate plugin provide a powerful and flexible means of combining content rendered in realtime with live action footage. Numerous improvements to Sequencer continue to refine the workflow for creating cinematics and linear media.

Discover and load quests, heroes, or other game-specific content with the new Asset Management Framework. Query information about Assets at runtime in Blueprints using the Asset Registry's new Blueprint accessors.

Develop games for Microsoft's Xbox One X console as part of the platform improvements. Make your VR project a social experience using the new VR Spectator Screen support. On Android, we have improved several aspects on high end devices, and we continue the effort to reduce executable sizes even further.

Be sure to read the blog for a great deal more information on new features in this release.  As always you can upgrade using the Epic Game Launcher.

GameDev News

3. August 2017

OpenFL 6.0 has just been released.  OpenFL is a Haxe based game/media framework that provides a Flash like API.  We did a brief tutorial series here on GameFromScratch when OpenFL was known as NME if you are interested in learning more.  The 6.0 release brings several new features such as beta support for TileArrays, beta custom shader support, improved blending and colorTransform support, better Stage3D support and more (enabling Away3D and Starling compatibility), DragonBones support and more.

Details from the release blog:

New Features

(Beta) TileArray

We have developed an easy-to-use DisplayObject called Tilemap which makes it possible to use batch hardware rendering. Tilemap is similar to a mixture of Bitmap and the display list, but we have received multiple requests to support an alternative API that is less structured.

This release includes the (beta) API for TileArray, for writing tile data more directly:

var data = tilemap.getTiles ();
data.length = 2;
data.position = 0;
data.setMatrix (1, 0, 0, 1, 100, 100);
data.position = 1;
data.setMatrix (1, 0, 0, 1, 200, 200);
data.alpha = 0.5;
tilemap.setTiles (data);

This API has enabled our team to more easily migrate legacy drawTiles rendering code to the current version of OpenFL.

We welcome your feedback, and hope to continue to improve Tilemap

(Beta) Custom Shader Support

OpenFL 4 added initial support for custom shaders, using the filter API.

However, in time we have found that our use of OpenGL framebuffers was too expensive to make shader filters practical for every-day production. We are enabling an alternative approach in OpenFL 6, where Bitmap, TextField, Tilemap and Video objects can have a custom shader set directly:

var customShader = new CustomShader ();
bitmap.shader = customShader;

We have also enabled support for custom OpenGL shaders for individual tiles in Tilemap

Improved blendMode and colorTransform support

We have improved support for blendMode throughout our renderer, and have added support for hardware-accelerated colorTransform when possible. In other cases, we enabled cacheAsBitmap in order to preserve performance. We also added (beta) support for colorTransform in Tilemap, but it is supported only on hardware since it is very expensive on other render types.

Stage3D Libraries

Although OpenFL has enjoyed stable Stage3D support for some time, we have continued to focus on creating faithful renditions of familiar Stage3D libraries for OpenFL.


Away3D is an open source platform for developing interactive 3D graphics for video games and applications.

The latest development version of Away3D is now compatible with OpenFL, and should continue to improve in quality with time:


Starling is the "Cross-Platform Game Engine", a popular Stage3D framework. OpenFL is hardware-accelerated without the use of Starling, but it still provides a popular alternative to the traditional Flash API.

We currently have 1.8 release of Starling and the Starling particle framework working reliably, and are still working on porting the Starling 2.x codebase for use with OpenFL:


DragonBones is a skeletal animation editor, as an alternative to using SWF assets with OpenFL directly (which is also supported).

We have ported the most recent ActionScript runtime for DragonBones over for use with OpenFL. There is still room to create a runtime using OpenFL Tilemap, but we are still happy to provide a working version of the DragonBones runtime for use with projects:

Other Improvements

We are continuing to invest in SWF asset support. You can use SWF content from Flash Professional or Adobe Animate directly in OpenFL, with layers, animation and object IDs preserved.

In time, we expect MovieClip animation to continue to perform better, as well as accuracy. OpenFL 6 includes improved support for blendMode, colorTransform and frame script when working with SWF source data.

As always, we are continuing to improve and polish a large variety of minor behaviors and features.

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