Release Summary
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Release Date |
13th October |
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Build Versions |
CHS / CSP release notes found on GitHub due to decoupling CSP and CHS from OKO releases. |
Unity
What’s new
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UI improvements: Our ‘Space Detail’ screens have gotten another facelift, with a more streamlined user management approach and a unified look and feel.
Bug fixes
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For a moment there, the writing was NOT on the wall (text was failing to load).
Web
What’s new
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Now you can enjoy increased precision and accuracy when working with custom materials – input fields for UV offset and scale support values of up to 4 decimal places.
Bug fixes
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Minor bug fixes and improvements.
Unreal
What’s new
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Static and animated models support a new property that allows them to be assigned as a ‘holdout’ – when toggled on, this allows the virtual object to occlude physical objects when viewed in AR mode via the iOS client.
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Calling all artists! We’re on a mission to improve your workflows, starting with:
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Images, plus static and animated model assets that already exist in an OKO space, can now be updated by creators directly from the source Unreal asset in their project.
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Creators can now duplicate spaces that they own.
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Animated and static models are now supported as part of the drag-and-drop workflow.
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Bug fixes
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The plugin threw a tantrum and wouldn’t allow users to upload any file type that wasn’t a GLB. We gave it a stern talking to – now all file types are welcome once more.
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We’ve resolved various crashes related to the comments system, so you can now safely add/view/reply to comments in peace.
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All about the visuals: we’ve fixed a bug that led the plugin to occasionally render the lowest quality LODs for mesh components in space.
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Newly added Sketchfab assets had incorrect transforms, but after some TLC (tender loving code), they now appear as normal.