With this feature enabled, any imported FBX will create a Template asset which contains the full node hierarchy as entities representing sub-models of the model. This gives users greater flexibility in manipulating mesh instances in the model directly in the Editor.
Render assets will also be created that can be used with the Render Component and allow users to add an individual mesh instance of a model in the scene.
For example, an imported car FBX model would create several Render assets, doors, wheels, wipers etc. The wheel assets can be used independently from the rest of the car model to create a tire wall.
With the model hierarchy being editable in the Editor, this opens a number of uses that weren’t possible before:
Attach other Entities and/or models as part of another model’s hierarchy such as adding a helmet to a character’s head.
Move/Rotate/Scale sub-models directly in the Editor such as moving/adding/removing chairs around a house model.
Use the Render assets elsewhere in the scene for decoration or customization.
Add components and/or scripts to individual nodes such as attaching particle effects to animated parts.
However, please note that while the Model Component is compatible with both the Animation and Anim (State Graph) Component, the Render Component/Import Hierarchy feature is only compatible with the Anim (State Graph) Component.
Going forward, we will be marking the Model and Animation Components as ‘legacy’ but if you have an existing project using these components, please do not worry. None of the existing functionality is being removed and you will not be forced to update projects to the new pipeline for continued development. Although no new features will be added to the Model Component, the PlayCanvas team will continue to fix bugs with the existing pipeline until our next major version (2.0.0) of the engine at the earliest.
You can even mix both pipelines in the same project if you wish to take advantage of the features in the new pipeline in an existing project. However, please bear in mind that this can add complexity to the project code.
The Import Hierarchy asset task will be enabled by default for newly created projects. If you would like to use this feature in your existing project, please consult User Manual for details.
PlayCanvas is one of the most popular ways to build 3D interactive web content today. But before 3D graphics was a thing, there was 2D graphics!
Today we’re excited to launch the first part of our 2D graphics support. Great for building classic 2D games.
There are 5 great new features which will help you build 2D games using PlayCanvas.
Texture Atlas Asset
The new Texture Atlas asset is an enhanced texture asset which includes additional frame data for splitting your texture into multiple Sprites.
The Sprite Asset is a set of frames from a texture atlas. This can be a single button or a complete flip-book style animation.
The Sprite Component is a new Component that you can add to your Entities. The Sprite Component let’s you play back sprite animation clips and build up your new 2D world.
The Sprite Editor is a new tool inside the PlayCanvas Editor to create and edit Texture Atlases. The Sprite Editor lets you quickly define frame regions in your texture and it’s also used to define the 9-slicing region.
9-Slicing is a very useful technique for creating scalable user interface elements from 2D textures. Using the Sprite Editor to define a border on an image, you can now use Sprites in your Element components to build your UIs. Watch this space for more User Interface features coming soon.
All these features are available today inside the PlayCanvas Editor. Take a look at the documentation and let us know what you think on the forum.
Building user interfaces in graphical applications provides a unique challenge. Today we’re pleased to launch two new components to help you build user interfaces inside your WebGL application.
From today you’ll find two new components available in the PlayCanvas Editor.
The screen component is the container for your 2D objects. This component acts a parent to all the 2D elements you are adding and defines resolution and resize behavior.
The element component renders text and images into your screen. These can form the building blocks of more complex user interface features like buttons, or just use them to display content in 2D.
The element component also features useful layout features like anchoring and pivot points and the Group Element.
Supporting text in PlayCanvas is trivial now. Simply drag and drop a TTF font file from your computer into the asset panel and we’ll convert it into our special multi-channel signed distance field font asset which means that text can be scaled and render an almost any size and remain crisp and readable.
Of course, we have documentation and tutorials to help you get started. Feel free to let us know what you think on the forum.