We've released the first version of AnimGraph 2 onto a separate branch on Steam this week. We invite developers to try it out and provide feedback in its early stages.

You can get access by switching to the animgraph2 branch.
You can now make Box Colliders instantly fit the bounds of the attached GameObject. This can be done via a button in the inspector or in code :)
You can now do loop cuts with the edge cut tool.
There is now more information given to you, you can see edge lengths and vertex distance.
You can now extrude a selected edge along another edge, allowing for quick trims.
A new utility in the mapping tools, you can find/replace materials on faces in a scene.
Ever since we moved to using SDL3 for gamepad inputs, we advised users to turn off SteamInput where possible. This isn't a necessity anymore because controllers should get recognized properly with SteamInput enabled.
You can now set the pivot of objects. Objects with bounds will keep the bounds in the same place but move the origin.
We don't want to support 50 VS Code forks individually, so the more pragmatic option is allowing you to set your code editor through its executable. You can now do that.
Available tokens for replacement are:  {file}, {line}, {column}, {solution}, {project_root}

We've added a new setting for controller users, the ability to modify the joystick deadzone. Previously it was hard-coded at 12.5%.
A solid week, if not a little small. A few of our programmers are out at industry events this week so it's to be expected.

Getting AnimGraph 2 out to developers is a big focus right now, so as we've said earlier, hop on the branch, give us feedback, tell us what you love, but especially what you hate about it. We'll probably do this more with big features if it's helpful to us.

See you next week!
26.07.22
26.07.22
22 July 2026
🎁 Added
  • Mapping object selection can move an object's pivot while keeping its geometry in place.
  • Scene tabs and docks can now be closed with the middle mouse button.
  • Asset categories can now be nested in editor category displays.
  • Orthographic X, Y, and Z editor views now display appropriately oriented grids. Thank you @A-PS1999!
  • Newly saved materials automatically find matching nearby textures by filename and prefix.
  • Box Colliders can be resized to the combined GameObject bounds from the inspector.
  • Clicking the selected orientation-gizmo axis again toggles from orthographic to perspective view.
  • Props now expose an `OnGibsCreated` callback for accessing and managing generated gibs. Thank you @Tripperful!
  • Scene Mapping now includes a streamlined find-and-replace material tool.
  • Selected edges can now be extruded along a chosen edge path in the Mapping tools.
  • Mapping vertex and edge selections can display their dimensions with a selection-bounds toggle.
  • Mapping now supports one-click full edge-loop cuts.
  • Shift duplicate nudge to both object modes.
  • Ability to use custom code editors.
  • Controller joystick deadzone customization.
🧼 Improved
  • Mapping clip and mirror planes align more intuitively, display tool shortcuts, and provide more consistent Apply and Cancel behavior.
  • Invalid style-property assignments now produce warnings instead of intrusive error popups.
  • `AnyOfType` property controls support inline editors and optional dropdown presentation.
  • Scatterers generate faster through parallel ground traces, more uniform distribution, and cheaper collider placement.
  • Use extended list selection behavior for TreeView.
  • Increase subtool icons to 24px for clarity.
  • Show DPI scaled resolution in play mode resolution dropdown.
  • Engine build time by 15%.
🪛 Fixed
  • Blendable materials expose world-mapping dimensions so Mapping tools scale them correctly.
  • Frame-buffer and refraction shaders no longer become excessively blurred when viewing model backfaces.
  • Fast hotload remains reliable across repeated incremental changes and edits spanning multiple files.
  • Sprite Editor widgets correctly fill their docks under the new docking system.
  • Mapping face texture scale is preserved when a mesh is reloaded.
  • World panels accept configured actions and controller input while the mouse is active. Thank you @Mykol-Word!
  • Screen-space shadows no longer error when lights temporarily lack scene objects.
  • Gradient editing once again updates live.
  • Undoing inspector transform changes no longer deletes Mesh Component geometry.
  • Mapping lasso selection starts reliably while dragging and records selection as an undo operation.
  • Network proxies using transform sync flags no longer jitter when interpolation encounters locally controlled components. Thank you @deadmonstor!
  • Dragging the orientation gizmo orbits around the focused pivot without unexpectedly snapping the camera.
  • Gradient point controls no longer disappear when selecting points, presets, or the editor panel. Thank you @AustinDotCodes!
  • Reflection cleanup no longer errors when encountering default immutable arrays.
  • Sticky popups remain usable in narrow inspector layouts instead of collapsing to a tiny size.
  • Editor mouse capture initializes correctly when docks take focus during startup.
  • Late-joining clients now receive and display networked Mesh Component geometry. Thank you @deadmonstor!
  • Make "Render Backfaces" in glass shader functional.
  • Fix editor viewport video recording.
  • Fix lag caused by Terrain when in the scene Mapping Tools.
  • Fix certain assets not mounting from addon packages.
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Apr 2021 79 posts
Update 26.07.22 : news/update-26-07-22
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Aug 2022 20 posts
I LOVE ROD AND SEINFERD
I HATE TITANOVSKY
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Sep 2021 301 posts
i hate titanovsky, but the animgraph2 is nice, we're waiting the next devblog!
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Feb 2024 69 posts
animgraph 2 this week was unexpected!!! awesome
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May 2023 73 posts
Zontax 2 Hours Ago edited 1 Hour Ago
Cool guys!
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Jun 2026 2 posts
Good Work !
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May 2023 73 posts
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Nov 2025 12 posts
EGoriy 1 Hour Ago edited 1 Hour Ago
 animgraph2 — even against the backdrop of the big news — is pretty good)
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Feb 2025 2 posts
Whats the source of the image in the header?

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Nov 2024 21 posts
Grubs its called Alasi Online, currently having its first playtest on s&box till friday. Give it a try it's a lot of fun!
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