Our post-process system was kind of simplistic, and has been something we've wanted to improve for a long long time.  As we march closer to an initial 1.0 release we're trying to solve some of these larger problems.

So now the post process system works a little different.
  • You can still add pp components to your Camera component
  • You can add pp components to child GameObjects on your Camera component
  • We added a PostProcessVolume, allowing you to apply different effects if the camera is inside a volume
  • Volumes can be global, and faded in and out
  • Post Process Effects can be weighted and blended together nicely
This isn't backwards compatible with the previous system (which relied on being on a Camera) - so if you previously made a custom post processing component and want to upgrade it to use the new system, you have a bit of work to do. You can read more about that here.
The code that was used to update the time that the UI uses for its animations was being called in both the menu system and the main game instance. 

This meant that UI animations and transitions were playing twice as fast as they should have. This was something that happened in the game, but not in the editor.

This is now fixed.

We have published a metrics section on the website. This makes it easier for us to keep an eye on certain aspects of the engine.. and lets you guys hold us to account using the cold hard data.

I expect that we'll expand this over time to be a centralised, open dashboard where we can spot problems early on.
In preparation for release and the  standalone license, we added an about section to the Game and Editor, showing all our dependencies and their respective licenses.
We've also removed several more minimally used third party dependencies in an attempt to slim down.
You can now selectively apply added objects back to a prefab. Giving you more flexibility when editing a prefab directly in scene.
Skinned renderers have been able to access root motion but this was only supported on animgraph playback, now it's also supported on single sequence playback.

The first-person arms have been removed from the game files with this update.

Instead, they are now available on the s&box workshop.

Any of your projects using them should be updated to point at this new version.

This reduces the install size of the game, won't force the source files on you if you don't need them, and lets projects stay on a specific version if they need to.
You can now interpolate integer properties as if they were floats.
Fixed dragging the fade-in part of time selections when motion editing.
Video exports will now always have the correct FoV, and we make sure any ray traced lighting has warmed up so there isn't a weird fade in at the start of your movie.
Particle editing and a few other features inside the prefab editor were broken last week.
This happened because GameObjectSystems were not running in PrefabScenes while editing.

This has been fixed, everything should be working properly again.
Added sequence sheet support to LTC lights
The bounding box gizmo used to not respect scale, was way to small and didn't snap to the grid.
The Gizmo got some love this week and should now feel better to use.
We shipped SSR downsampling last week, it had some issues with artifacting near the edges as well as crashing on Intel Graphics.
This from some over zealous bounds checks meaning the SSR texture wasn't getting fully initialized.
This is now resolved.
The ResourceBarrierTransition API was doing a lot of stuff wrong, resulting in undefined behaviour and crashes.

I've fixed all the validation errors here by using the correct expected flags, I've also modified and obsoleted both ResourceState.VertexAndConstantBuffer and ResourceState.IndexBuffer instead you should use ResourceState.VertexOrIndexBuffer which infers the usage from the provided buffer.

I think I didn't design this API as well as I could've, there's a lot of things that should be simpler because we know the usage from the types we pass in.
We've fixed several various crashes this patch:
  • Crash when loading invalid VPKs 
  • Crash when binding invalid render targets
  • Rare crash in ModelDoc physics sim 
  • Speculative fix for editor crash whilst destroying widgets 
  • SpriteRenderer having an unbound unused buffer leading to a potential crash 
Fixed standalone exports not booting from missing quality profiles and missing a download cache.

We should probably have a standalone export as part of our CI so it gets tested constantly.
Left-clicking in the scene viewport felt very inconsistent, like clicks are randomly ignored. Sometimes clicking a gameobject didn't select it, sometimes clicking empty space didn't deselect.
This should be much better now.
I've fixed when pausing a game (setting Time.Scale to 0) you were unable to move the mouse cursor with the Gamepad.

I've also made the cursor speed proportional to the minimum screen size axis, as before you could have an ultra wide and your cursor would move super fast.
Weekly Update 25.10.08
25.10.08
8 October 2025
🧼 Improved
  • BBox control gizmo tweaks
  • Screen recorder stops when ending editor play session
  • Ambient Occlusion: Restored spatial denoise mode
  • Ambient Occlusion: Support non-standard projections and fix haloing around edges by calculating fov from projection matrix
  • Updated Box3D: Wind force & mesh vertex weld options
  • BaseItemWidget has more explicit callback handling and improved undo integration
  • Refactored SceneCamera.RenderToCubeTexture to use command lists
  • ModelPhysics bodies set a GameObject source so collision event system can look for listeners
  • Scene Viewport: Only show black background in 2d views with ShowSky disabled
🪛 Fixed
  • Downsampled SSR producing artifacts and crashing Intel Graphics
  • SpriteRenderer having an unbound unused buffer leading to a potential crash
  • GPU Resource Barriers having completely wrong flags in many cases, leading to potential crashes or undefined behaviour
  • Rare crash in ModelDoc physics sim
  • Crash when loading invalid VPKs
  • Crash when binding invalid render targets
  • Speculative editor crash with destroying widgets
  • SnapToGrid dividing by zero
  • Updating PanelRealTime twice in editor, resulting in 2x faster UI transitions and animations
  • Standalone not booting because of missing quality profiles and expecting a download cache
  • Movie Maker: Not being able to drag time selection fade in
  • Movie Maker: Video exports have correct field of view and warm up ray tracing
  • Console styles
  • Scene Viewport: Fix FOV not respecting editor preferences
  • GameObjectSystems not running in PrefabScenes in editor, they will only not run in PrefabCacheScenes now
  • ModelPhysics Destroy
  • Profiler not launching from missing dependency Microsoft.Diagnostics.Tracing.TraceEvent
  • Editor TintAttribute and HelpUrlAttribute not working
  • Left-click inconsistency when select/deselect GameObject gizmos
  • Gamepad Cursor Issues
  • InputContext: CTRL + C queues a copy event, not cut
  • Hierarchy right-click context menu creation at root
🚯 Removed
  • First person models, moved to workshop
  • "Include Source Files" option temporarily while we figure out a more solid solution
  • BaseItemWidget.ItemsSelected and BaseItemWidget.ItemsDeselected are obsolete in favour of BaseItemWidget.SelectionChanged
  • ResourceState.VertexAndConstantBuffer and ResourceState.IndexBuffer are obsolete, use ResourceState.VertexOrIndexBuffer
  • Third party dependency: Template Numerical Toolkit (TNT)
  • Third party dependency: org.json
  • Unused parts of native recast
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Apr 2021 319 posts
Update 25.10.08 : news/update-25-10-08
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Sep 2021 88 posts
This is a useful update, I've been waiting a long time for PP volume to be added, thank you, guys 💖
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Feb 2024 26 posts
awesome sauce
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Oct 2021 87 posts
Great work team
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Jul 2022 4 posts
Good job guys <3
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Jun 2021 89 posts
my editor fov is back
people
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