After four months of development, Galacean Engine 1.4 is officially released 🎉!
To expand its application scenarios, we have added mini-game export capabilities and initially completed GUI functionality, marking the first step toward mini-game development! To meet the editing needs of various roles in interactive projects, we have optimized the editing experience at different stages. For example, the new Shader UIScript allows artists to easily adjust material parameters, and the enhanced preview function enables developers to preview script runtime effects in real time. We continue to focus on advancing rendering, animation, and physics systems to meet user demands for high-quality visual effects and complex interactive capabilities.
We invite you to experience the Galacean Engine 1.4 version, unleash your creativity, and explore more possibilities! Below are some key features.
Users can now select "WeChat Mini-Game" in the new project export panel and download the project to their local system. It can then be imported into the WeChat Developer Tool for preview and debugging. Below is a demonstration of the "Pixel Bird" game being exported to a WeChat mini-game. Support for other mini-games and mini-programs will be added in future updates, so stay tuned!
We have made significant upgrades to the preview mode of the scene editor window. The previous issues, such as the inability to execute scripts, have been resolved, and the loading speed has been greatly improved. This allows you to quickly preview project runtime effects and make real-time adjustments. Additionally, we have introduced an observation mode that lets you view the scene from a free perspective, enhancing flexibility. The new preview mode also supports opening in a new window, and regardless of the method chosen, you can view real-time changes in the editor.
We now support logging into the editor platform using WeChat and Alipay accounts. Registered users can link their existing email accounts to these platforms via the sidebar avatar in account settings.
In this version, PBR materials have been upgraded with added support for Sheen, Transmission, and Refraction effects. The glTF plugin is also fully compatible with these features, enabling seamless restoration of effects when importing models without additional conversions.
The UIScript feature supports custom callbacks for material UI property changes, significantly reducing redundant properties and macros in complex custom shaders. When creating new custom shaders in the editor, a shader file with a pre-attached UI script is automatically generated, enabling personalized UI customization.
Additional shader usability and debugging optimizations:
The newly added local post-processing feature allows for custom post-processing effects in specific areas of a scene. It also supports blending multiple post-processing components. The system automatically blends effects based on weight and priority. For example, when multiple local post-processing effects exist in a scene, the camera will smoothly transition between these effects during movement.
Additionally, the open post-processing pipeline now supports customizing various post-processing effects, such as black-and-white film grain filters.
Collision callbacks now support obtaining contact point information, such as position and normal vectors. This allows you to create more realistic effects like explosions, sparks, or bullet marks at the contact points.
You can now set different friction and elasticity values for different colliders, enhancing the realism of physical interactions.
Other updates to the physics system include:
The animation state machine has been enhanced with three practical features:
The GUI system now supports editing in both world space and screen space modes. It introduces components like text, images, and buttons, along with event bubbling for UI interactions. You can quickly add UI elements in the editor and adjust their properties. The new RectTool simplifies editing, making adjustments more intuitive.
The engine now supports uploading Spine Atlas files independently, enabling separate loading. Using the loaded TextureAtlas assets, runtime skin swapping is possible. A demo of this functionality is included in the new editor templates.
Additionally, several improvements and optimizations have been made to Spine:
PremultipliedAlpha
toggle。Enabling it ensures correct rendering of textures exported with the "Premultiplied" option checked in Spine Editor.instantiate
API in SpineResource, allowing for quick creation of Spine instances.scale
configuration; animation scaling effects can now be directly adjusted using the Entity's scale
parameter.Galacean Engine 1.4 introduces a brand-new sound component. Users can upload sound assets and add an AudioComponent
to an entity.
AudioAsset
feature allows users to upload and select audio files via the asset selector. It supports common audio formats such as MP3 and WAV. Uploaded files are displayed in the asset library for future use, with options for audio preview and playback control.AudioComponent
enables entities to play audio and supports volume adjustment, muting, and playback timing configurations.Based on the highlighted features, we have added 13 corresponding template cases. You can select any of these cases in the editor's Templates section to quickly experience and learn how these features work.
Please add the WeChat account Galacean123 and note "galacean group" when requesting to join.