OKO 2025.18
Release Summary
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
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
For a moment there, the writing was NOT on the wall (text was failing to load).
Web
What’s new
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
Minor bug fixes and improvements.
Unreal
What’s new
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.
Calling all artists! We’re on a mission to improve your workflows, starting with:
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.
Creators can now duplicate spaces that they own.
Animated and static models are now supported as part of the drag-and-drop workflow.
Bug fixes
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.
We’ve resolved various crashes related to the comments system, so you can now safely add/view/reply to comments in peace.
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.
Newly added Sketchfab assets had incorrect transforms, but after some TLC (tender loving code), they now appear as normal.