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10. July 2018


Today Unity 2018.2 was released out of beta.  Many of the big new features were announced in Unity 2018.1, with Unity 2018.2 being all about improving those features, although a few new surprises are in store in this release.  From quality of life improvements, like finally improving HDPI support on Windows and Linux as well as a new preview debugger extension for Visual Studio Code, to new rendering features in both the light weight and high definition pipelines.  Some features we’ve previously discussed like the Pixel Perfect Camera and the new Shader Graph have been improved in this release.


Details of the release from the Unity Blog:

Unity 2018.2 optimizes the performance of the Lightweight Render Pipeline (LWRP) and enhances the High Definition Render Pipeline (HDRP) to help you achieve high-end visual quality, including multiple improvements to the Shader Graph, which now supports both pipelines (please note that both the LWRP and HDRP are currently in preview.)

We also added support for managed code debugging on iOS and Android,  Windows, macOS, UWP and PS4 for IL2CPP, and we started adding some mobile optimizations to the Lightweight Render Pipeline (LWRP).

For Android projects, 64-bit (ARM64) support gets its final release, and we now let you add Java code to your Unity plugins folder without needing to create libraries in advance.

Finally, several new 2D features are available as Preview packages, including the Vector Graphics importer and Pixel Perfect. The Vector Graphics importer makes it easier for you to work with SVG graphics, and Pixel Perfect makes it easier for you to achieve a perfect retro look across different resolutions on a wide range of devices.


Be sure to read the complete blog for full details on the release, or watch the video below.  You can download Unity here.

GameDev News


9. July 2018


A new mostly maintenance release of Godot is available, Godot 3.0.5.  The biggest change in this release is the ability to cleanly sign Android APKs, no longer requiring a 3rd party tool.  Do be aware however if you request certain features, you may have some additional configuration do to on the Google account side of the fence.  If you are interested in learning more about Godot 3, be sure to check out our Godot 3 tutorial series.


Details of the release from the Godot website:

What's new in this release

Here are some of the highlights of this release. See the full changelog for details.

  • 'android_add_asset_dir('...') method to Android module gradle build config.

Fixed issues

Here are some of the highlights of this release. See the full changelog for details.

  • Android exporter no longer writes unnecessary permissions to the exported APK.
  • Segfault when quitting the editor.
  • Debugger 'focus stealing' now works more reliably.
  • Subresources are now always saved when saving a scene.
  • WebAssembly: Supply proper CORS hearders.
  • Mono: Annotated signal loading in exported projects.
  • Mono: Serveral fixes.

In regards to Android permissions, be sure to take note of:

If you use any of the following permissions: CALENDAR, CAMERA, CONTACTS, LOCATION, MICROPHONE, PHONE, SENSORS, SMS, STORAGE you must add a privacy policy to your Google Play account. This is not a Godot requirement but a Google requirement. If you do not use any of these permissions with Godot 3.0.5 and later you don't need to do anything.

GameDev News


9. July 2018


Cocos Creator 1.9.3 was just released.  This is a relatively minor feature release with updated to WeChat and QQ Play among various other fixes.  If you are interested in learning Cocos Creator we have a tutorial series currently under development over on Devga.me.


Details of the release from the Cocos forums:

WeChat game
  • Fixed an issue where only a single audio can be played on WeChat games and the number of audio plays is limited.
  • Fix that WeChat mini game audio can’t stop
  • Fix gravity sensing direction and wrong value in Android WeChat game
  • Fix not being able to submit a TypedArray format texture in WeChat games
  • Fix that the frame rate is abnormal on the old WeChat
  • Improve WeChat mini game video playback support
  • Downward compatible with WeChat games 1.7.4 version base library
QQ Play
  • Fix only play a single audio and the number of audio playback is limited
  • Fix unable to operate the engine object during the game loading process
  • Fix particle play card dead problem
  • Fix a semi-transparent text will be rendered into a black question
DragonBones
  • Fixing DragonBones’ repeated assignment of bones on native platforms can cause crashes
  • Fix manually clearing the texture data of Dragon DragonBones
Other
  • Fix text box for Web and Android platform Input Flag is invalid
  • Fix Label rendering related issues
  • Fix cc.game’s EVENT_HIDE and EVNET_SHOW callbacks may be called multiple times

GameDev News


8. July 2018


Apple have just rejected an application being updated on their app store due to “non-public API usage”.  This generally means the application used an non-official or undocumented API on their system and this is not allowed.  There are a variety of reasons for this, such as guaranteeing the application will run in the future if that API call is changed or removed, or it could be that the app is intended for Apple’s usage only.  Why is this relevant at all?  Well last month Apple deprecated OpenGL support and using Vulkan with MoltenVK was one such work around for supporting iOS and Mac OS 3D in the future without having to write your own Metal renderer.  That makes the timing of this news suspect.  This leaves three possible outcomes.  First, the developer could have made a mistake.  Second, the MoltenVK team may in fact be using APIs they shouldn’t be.  Or finally, Apple may be trying to force people into their developer ecosystem by targeting a cross platform tool.


The original notice of the app’s reject and MoltenVK usage was posted on phoronix.com:

We were alerted today by an indie game studio that one of their iOS games is now rejected by Apple over its MoltenVK usage. Specifically, the game was rejected for "non-public API" usage. Apple's rejection letter cites the use of non-public interfaces around IOSurface, which is used directly by MoltenVK.


There is also now an open issue on the MoltenVK github, which is most likely where this story will unfold.  If you are looking for alternatives to writing your own Metal renderer, be sure to check out our guide to OpenGL alternatives.  Just realize that MoltenVK may not be as good of a recommendation as it was before!

GameDev News


5. July 2018


As we reported a few days back, the Patreon page for the Armory game engine was deleted and all contributors were refunded.  There was no announcements or details on why such an action occurred leaving users to wonder what exactly happened and what the future held for the Armory game engine.  We finally have a bit of an update and it’s a mix of good and bad news.  First the good news, development continues on the Amory game engine, so if you are interested in learning more, be sure to check out our ongoing tutorial series to get up to speed.  The bad news is, the funding situation isn’t resolved.


More details from Armory:

Originally, Armory was using Patreon. We managed to reach the goal ($1600) and Armory was released as a free software. A dream come true! A few days ago, I received an email noticing me that the patreon page was removed. Then, after contacting support, I learned that the page was off due to suspected fraud. I do not yet know what exactly that means, whether it was something I (unknowingly) did or if it was a mistake.

This caused a confusion that Armory is being discontinued or sold off. Armory will continue to be developed as free and open-source software and I am fully committed to it. Since I value Armory as a long-term project, I want to keep things as stable as possible. If someone decides to use the technology, he should not worry it will be shut-down tomorrow. This is crucial.

In the end, I realized Patreon has every right to do this. To prevent this from happening in the future, I decided to start a dedicated funding page. It is still powered by a third-party service (gumroad), however the funding process and status of the project will always be publicly visible on this page, without risk of being taken down.

Once again, I thank you for endless support. Please contact me directly or post in the forums in case of issues. This page will continue being edited with further improvements and fixes. See you around with more updates soon!


Hopefully most of the users that just got their contributions refunded will now direct their refunds toward the new donation page.

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