Posted May 07, 2022 by Cocos Technologies
We promised we be bringing something big in 3.5 and we accomplished a lot! This version is a mega update and with the last one being for artists, this one is mostly for the optimization of developers using our game engine.
With 100+ bug fixes and optimizations, we are proud to share with you a better experience with Cocos Creator.
This also includes improvements in some of our documentation. We have been listening and we are working on improving it every day. We are starting off with the API section. It’s been modified and improved, so please check it out.
To learn more, go to our forums for a complete developer’s log.
We added the Marionette animation system in v3.4 for complex character animation. It supports state machine editing and weighted blending. In v3.5, we added several crucial new features to the Marionette animation system. Layer and skeleton masks are the most important updates because they allow the developer to separate animation blending for different character parts.
For 2D users and 2D projects, we have improved the user experience in the editor. It’s been a very popular request for Cocos Creator 2.x users when they consider upgrading. We have progressively improved things and will continue to do so. In v3.5, you can see the following changes:
For quite a while, we have been working with Google to bring a better Android development experience to our developers. We are proud to announce Frame Pacing Library has been integrated into v3.5. It’s part of the Android Game Development Kit (AGDK). It helps OpenGL and Vulkan games achieve smooth rendering and correct frame pacing on Android. You can activate Frame Pacing in the Android build panel.
A new simple geometry render API is introduced in v3.5. It’s designed for simple debug rendering using prebuilt primitive geometry types. It supports lines, boxes, spheres, polygons, etc. You can draw them in wireframe or solid mesh. All drawing geometries are in world space with a configurable transform. Furthermore, some geometries can be affected by real-time lighting.
Detailed functionalities are shown in the following chart.
We have put a lot of effort into visual effect upgrades in the past versions. Meanwhile, we have also started to invest in improving the DCC workflow. We are starting to ship some improvements in v3.5.0, and you will see much more coming in future releases. Here are what you can expect in this version:
Terrain editor now has new brush modes Flatten and SetHeight with a height parameter. It’s for more effortless sculpting fixed height planes in the terrain editor.
We continue to improve performance in v3.5, here are the most visible ones.
To learn more, go to our forums for a complete developer’s log.