Build WebGPU Apps Today with PlayCanvas
It's here! 馃コ Today, we're excited to announce that WebGPU support has officially arrived in the PlayCanvas Editor.
It's here! 馃コ Today, we're excited to announce that WebGPU support has officially arrived in the PlayCanvas Editor.
Today we're excited to announce that PlayCanvas now supports WebP and AVIF images natively in the editor. Two new, efficient image formats built for the web.
This is not just an exciting update for us but a game-changer for anyone looking to optimize their projects for faster load times and better quality.
Today, we're excited to announce the integration of Sketchfab into the PlayCanvas Editor!
"Spartan Armour" by McCarthy3D is licensed under CC BY 4.0.
With today's launch you'll have instant access to Sketchfab's enormous library of high quality 3D content right inside the Editor.
The PlayCanvas Asset Store is the first place that users tend to go to find content for their projects. This is especially true for new users who want to get started as quickly as possible. Up until now, the Store has not been particularly easy to use and the content has not changed in quite a long time. In short, a complete overhaul and refresh has been long overdue. So today, we are incredibly excited to announce a major upgrade for the PlayCanvas Asset Store!
First up, check out a little example of building a city scene using content taken from the Asset Store. A skybox, a pack of 3D city block meshes and a camera control script are imported and the city is built via drag and drop. And not one single line of code is needed!
Now, let's examine some of the key highlights that make the new Asset Store so special.
We are thrilled to announce the immediate availability of Draco Mesh Compression in the PlayCanvas Editor! Our latest feature allows developers to compress meshes using Google's Draco technology, reducing file sizes and enhancing the end-user experience.
We are excited to announce a major update for the PlayCanvas Editor: glTF 2.0 import. This new feature allows users to easily import and use 3D models created in other applications such as Blender and SketchUp, as well as from digital asset stores like Sketchfab, directly into the PlayCanvas Editor.
Model by Lo茂c Norgeot and mosquito scan by Geoffrey Marchal for Sketchfab licensed under CC BY 4.0
Author:聽Sketchfab License:聽CC-BY-4.0 Source:聽Mosquito in Amber
PlayCanvas Bytes is where we talk about upcoming work with PlayCanvas and related topics.
We are trialing a new format to better communicate some of the work that is going on with the PlayCanvas team.
Today we have our UX designer, Jasper who will take us through some exciting plans to the new project dashboard and Editor View!
Over the past few months, we have been developing an Editor API that allows users to automate tedious tasks and enhance the base functionality.
We are excited to announce the beta release of the API today and are eager to see how the PlayCanvas community will leverage it to enhance their workflows!
Today, we are releasing the latest anim component feature: the masking and blending of anim layers.
This is a versatile feature that has been hotly requested by PlayCanvas developers that wish to get even more creative with their animations. We鈥檙e excited to be able to share how it works in this blog.
Up to now, our process for releasing new features and fixes to the PlayCanvas Engine and Editor has been rather simple.
As features and fixes are ready, we would plan a release and test against a comprehensive list of PlayCanvas projects and the Engine examples. Once testing is passed, it would be released to everyone that is using the playcanvas.com service and Editor.
This has served us well for many years and meant that users always had the latest features of the Engine.
However, as the features of the Engine are get bigger and more complex and users' projects grow in scale and size, this release process needs to change to match our users' needs for stability and transparency with releases.