Copy and Paste Assets between Projects

PlayCanvas has a pretty cool (but not widely known about) feature that allows you to copy and paste entities and entity hierarchy between two instances of the Editor. This can save a lot of time, particularly when setting up new projects.

Many of you have requested the ability to do the same with assets. Well, we listened – and now you can! πŸš€

So if you need to grab some assets from another project, no more need to download from Project A and then upload to Project B. Just copy and paste in seconds, directly from project to project.

This makes it super easy to share reusable code and assets with your team and the rest of the PlayCanvas community, especially in combination with the recent launch of Templates to setup preconfigured Entities.

Use the context menu or the Ctrl/Cmd + C and Ctrl/Cmd + V hotkeys to copy assets across to your projects. πŸ’ͺ

Check out the documentation for more details.

Faster Load Times with glTF’s GLB Format!

The PlayCanvas team is super excited to announce the Editor support of glTF GLB conversion with model and animation imports.

This gives developers an order of magnitude reduction in load times compared to the JSON format while keeping similar gzipped download size.

Using the Stanford Dragon model (2,613,679 vertices, 871,414 triangles), we can compare GLB and JSON parse times on a Macbook Pro 16 inch.

The JSON format took over 3 secs just to parse the data, a peak memory usage of ~498 MB and a gzipped package size of 28.1MB.

JSON

GLB speeds ahead taking only 0.193 secs which is 17x faster, uses a peak of ~25.2 MB of memory and a gzipped package size of 25.7MB πŸš€!

GLB

That’s a huge saving in time and means applications will become snappier and more responsive to users, especially for content heavy games and product showcases.

We will be deprecating the use of JSON and the default format that model and animations files. Newly created projects will default to converting to GLB and in existing projects, this can be enabled in the projects settings:

If you would like to replace your current JSON assets with GLB, the User Manual has more information about the process to migrate over.

The conversion to GLB supports the importing of multiple animations in a single FBX which will help improve content workflows.

Remember our awesome glTF 2.0 Viewer? That is now integrated into the Editor to inspect any GLB asset from the project. Just right and select β€˜Open In Viewer’!

Also, we have exposed Animation Import Settings under Asset Tasks in project settings. These will allow developers to adjust a balance between animation quality and fidelity against file size.

Animation Import Settings

Our next steps are to add support for viewing and editing a model hierarchy in the Editor which will lead onto support for the importing of GLB files.

The team is hard at work designing and implementing these features so watch this space!

Supercharge your workflow with Template Assets!

It’s finally here! The PlayCanvas team is very excited to announce the public release of our new Templates feature! πŸŽ‰

Templates allow you to create preconfigured entities with all the values and child hierarchy as an asset reference.

This is a huge workflow boost as managing and changing objects in a scene is now easier and faster to do. New instances of the Template can be placed in the scene with the Editor. These instances have a link to the Template asset, so any changes to the asset will change the instances in the scene too.

Now we are able to change and update many scene entities via a single asset which is a welcome change from the tedious manual updating of multiple entities across multiple scenes.

Change all instances of Templates in one click! πŸš€

Other features of the Template system also include:

  • Adding instances in the Scene editor (including drag and drop support of template assets to the Hierarchy panel)
  • Overriding properties on a per instance basis
  • Nested Templates which allows referencing a Template in another Template
  • Creating a new instances via code from an asset reference

In terms of how they can be used, we have been beta-testing the feature since early 2020 (big thanks to all those that have given us feedback and bug reports πŸ™) and some of the use cases we’ve seen so far include:

  • Designing and creating sections of an infinite runner game
  • Managing UI screens and instantiating them at runtime
  • Different enemy types that a script can reference to randomly generate a level

As you can see, Templates give you a wide range of flexibility of workflow options to manage and modify content in your projects.

Find out more about Templates in the User Manual and give them a try yourself!

Plan Updates: More Storage, More Features, Same Price

Creativity makes our world a better place. PlayCanvas unlocks creativity through collaborative, frictionless tools that enable everybody to build, share and play together.

With PlayCanvas, getting started with game development is as simple as clicking on a hyperlink. No installation, available wherever you have access to a browser and easily shareable for a real-time collaborative workspace.

Super Snappy Bowling from NOWWA

Until today, some aspects of the platform have been limited or restricted. This just holds back the creativity of our community. So today, we have some incredibly exciting news. We have updated our plans to make our tools even more accessible for everyone at all levels!

We are now giving everyone:

Best of all, this comes at no extra cost! πŸŽ‰πŸŽ‰πŸŽ‰

If you’re new to PlayCanvas, now is the perfect time to get started! We hope you enjoy these new features and updates.

One last thing! We are super-excited to spread the word – can you help us with a retweet?
https://twitter.com/playcanvas/status/1285598408787582977

Tutorials section expanded!

We have just revamped the tutorials pageΒ to include many more code samples of functionality with PlayCanvas. These include common use cases such as creating an Orbit Camera around an Object, Load Assets with a Progress Bar and more.

orbit-camera

To make it even easier to find the what you need, we have also added a filter to help narrow down the search. So if you are looking at moving a camera via user input? We have it covered!

tutorial-filter

 

The tutorial section will grow as we write more samples so if there is anything you would like to see, let us know on our developer forums!