PlayCanvas REST API
Today we're launching the first version of the PlayCanvas REST API.
Today we're launching the first version of the PlayCanvas REST API.
Our previous article comparing PlayCanvas with Unity's WebGL exporter certainly got folks talking. One of the questions that came up in the aftermath was "OK, but what about Unreal's WebGL exporter?". Unreal, like Unity, relies on Emscripten to port the native codebase to JavaScript. So it would be reasonable to expect Unreal to suffer from the same issues as Unity: large download sizes, long load times and poor runtime performance.
A question we get asked a lot is "How does PlayCanvas compare to Unity's WebGL export?". So let's examine this in a blog post.
Today we're pleased to launch Organizations for PlayCanvas users along with an updated and simplified set of plans including unlimited projects and more storage.
We've just launched "Scripts 2.0", a complete re-design and re-implementation of the scripting system for PlayCanvas applications. Our goals were to fix an array of small irritations that had built up over using the PlayCanvas scripting for the last few years and take the opportunity to clean up the interface and simplify the creation and usage of scripts.
Did you hear? VR is BIG! But what is bigger than VR? The web, that's what. What happens when you mix the web and VR?
May is drawing to a close and it's starting to feel like summer here in London. Let's celebrate with a PlayCanvas Dev Update! We've been busy bees, so here's a rundown of the main changes.
We've added two new tutorials to our developer site this week.
For many years, lightmapping has been the mainstay of achieving low cost yet realistic lighting. However, it's rarely seen in WebGL applications because generating lightmaps requires third-party modelling applications with complex workflows in order to bake out textures.
All that changes today as we introduce Runtime Lightmap Generation into the PlayCanvas Engine.
Here's a link to full demo.