Release Summary
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Release Date |
19th and 24th August 2026 |
|---|---|
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Build Versions |
CHS / CSP release notes found on GitHub. |
Unity
What’s new
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A beacon for your bounding: We’ve polished your instant locomotion journey with the new double-tap move indicator, a handy visual prompt that now marks your precise destination before you make the leap, so you'll always know exactly where you’re landing. Ready, set, teleport!
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Graceful disconnects: Upon encountering a network disconnect, OKO will now automatically and gracefully exit the space and return you to the login screen rather than leaving you frozen in a silent void. Back to safety, ready to reconnect!
Bug Fixes
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Asset spawning: We've recalibrated our spawn positioning and replication code so that when you summon an asset, it appears exactly where you expect it to.
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Images no longer fighting for the spotlight: We've fixed our depth-sorting and rendering queue so that images now layer beautifully and respect their spatial depth in the space.
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Stubborn button retraining: We've ironed out click detection and component logic, so buttons now respond to your touch without requiring precision gymnastics. Tap to your heart's content!
Web
What’s new
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Snap happy: We've enhanced the camera screenshot support to include saving the output directly to your asset library, in addition to downloading to your device.
Bug fixes
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No more thumbnail hijacking: We squashed an identity crisis where editing the thumbnail of one space would mysteriously overwrite the thumbnails of other completely unrelated spaces.
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Keeping our types straight: When saving GLB assets through Nodey, the asset-typing logic was getting a bit confused under the hood. We've reinforced our data categorization to ensure every GLB is correctly typed and structured from the get-go when saving.
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Open sesame: Security shouldn't come at the cost of a broken experience. We've fixed an issue where the embedded Nodey workspace could lose track of its authorization credentials.
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No more guest limbo: Hitting the cancel button as a guest user previously froze the user experience. We've fixed the navigation logic – canceling your flow now returns you to safety instead of leaving you stranded.
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The 200-character threshold: For the creators who love extreme detail in their naming, entering asset names longer than 200 characters would trigger silent failures.
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Empowering your video scripts: The OKO scripting interface was missing some crucial properties for controlling the video player component. We've updated our script bindings with these missing definitions, giving your custom JavaScript code full and unrestricted control over video playback in your scenes.
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Taming the windows: The embedded Nodey panel was experiencing a few minor problems, particularly when resizing windows or managing user event triggers across the workspace. We've re-engineered our window and event management logic to keep everything stable, responsive, and completely in sync, no matter how much you drag and drop.
Unreal
What’s new
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Engine upgrade: We've upgraded to support Unreal Engine 5.8. Backwards compatibility with 5.7 is still maintained, but with this upgrade we’re dropping support for 5.6.
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Nodey integration: Access Nodey directly in your editor! We've added several nodes in Nodey to integrate assets directly into your level and send camera data from Unreal into Nodey. OKO Spaces and OKO Nodey support will be coming later!
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Streamed Gaussian splat LODs: Streamed Gaussian splat LODs are live. Enjoy walking through colossal 50-million-splat scenes as they now dynamically adjust their rendering detail based on camera distance.
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More Sequencer Support: OKO's animated model and audio components are now fully supported in Unreal's Sequencer.
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Extended actor conversion: Added support for Unreal Actor to OKO Entity conversion. Converting Unreal Actors with existing OKO components will no longer delete those components; instead, it retains them and properly attaches them to the new OKO Entity – useful if you want to set up an entity structure in advance. Users are warned when converting actors that contain a mixed set-up of OKO and non-OKO components.
Bug fixes
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Avatar scaling issues: Custom user avatars now scale correctly.
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Camera crash: Adding a cinematic camera component to a blueprint no longer crashes the editor.