Stingray 1.4 Release Notes

Stingray 1.4 (1.4.728.0) delivers improved connectivity with Autodesk 3D tools, adds support for more VR platforms, and provides experimental support for WebGL2, letting developers deploy projects to certain web browsers. This release of Stingray also includes numerous other updates that improve usability in several functional areas of the engine.

In addition, this Stingray release supports network licensing. Updated Autodesk licensing and installation information is included in this version of the Stingray online help.

Sections in this topic:

What's New


Level Sync with Maya and Maya LT

In addition to linking individual assets, you can now link and export entire scenes built in Maya or Maya LT directly to Stingray. Once Maya or Maya LT are linked to the Stingray editor, scene assets can be automatically or manually tagged, and then reproduced with the same layout in Stingray. Modifications you make to the assets in Maya or Maya LT are then updated inside Stingray. This makes it way easier to build, iterate, review and change scenes, without having to manually reproduce layouts in two tools. See Level Sync with Maya, Maya LT, or 3ds Max.

WebGL2 support

The new experimental mode in Stingray offers developers a chance to try development for a new platform, WebGL2. With the experimental mode enabled, you can deploy Stingray projects to run in the nightly developer beta builds of certain web browsers. This is a great way for forward-looking developers to test their projects on a new target platform in advance of those platforms being consumer-ready.

Note: We've made several updates to this feature since Stingray 1.4 was released. See Get started for the Web for updated information.

VR support

Stingray 1.4 includes improved support for VR platforms, adding support for the Oculus Rift SDK v1.4 and the SteamVR SDK v1.0. See Supported platforms for the updated list of VR SDK kits.

This release also includes an updated SteamVR template project, which you can download from the Project Manager.

Flow scripting for Vive controllers

Developers can now make use of Flow, the node-based visual scripting system in Stingray, to create controller actions for the Vive controllers (SteamVR). This offers a much faster and simpler way to add interactivity to a Vive VR experience and makes it easier for designers to create and test their prototypes without manual coding.

Cross-project asset sharing

You can now share assets much more easily between different Stingray projects. Right-clicking a file for export automatically includes all file dependencies into one convenient, compressed file. This makes sharing assets across projects, teams, or selling in digital asset stores easier than before. See Import and export assets as a package.

Multiple databases for Gameware Navigation

In previous releases, each Stingray level could only be associated with a single Gameware Navigation database. This meant that you could only generate NavData for one size of character.

In this release, you can now create multiple NavData databases for each level when you generate your NavData in the Navigation panel. You can set different size parameters for each database, so that the NavData managed by each database will more accurately reflect the real movement possibilities for a character of that size. For example, you could use one database for human-sized characters, and another for giants or dinosaurs. For updated information, see Generate navigation mesh.

Edit UV scale/offset values in Stingray

When exporting materials from Maya, Maya LT, or 3ds Max, Stingray now includes and exposes UV Offset and UV Scale values in the material so you can continue to edit the UV tiling in Stingray.

Editor plug-in framework unveiled

This release introduces a new plug-in framework for the Stingray Editor. Anyone can use this framework to customize the editor's behavior and add new editing features, even without access to the Stingray source code. For details, see Customize the Stingray Editor using Plug-ins.

Material interop support for 3ds Max

With the Stingray DCC Link plug-in for 3ds Max installed, you can now import and export Stingray Physically Based Shaders directly to and from a Stingray project folder. When sending a new material between Stingray and 3ds Max, its parameters, including all of its input connections and nodes, are preserved.

See Send materials to Maya, Maya LT, or 3ds Max and Receive materials from Maya, Maya LT, or 3ds Max for updated information.

Expanded Android support

This release adds support for the Mali series of GPUs, providing a greater range of Android-based mobile devices as deployment targets. See Supported platforms for updated information.

Asset Browser improvements

Shader Graph improvements

Flow scripting improvements

You can now access the Flow node reference documentation directly from each Flow node. You can also search through Flow graphs to find specific nodes, making it easier to navigate and build complex scene interactivity in Flow.

Uniform scaling

The XYZ scale transform values for scene objects can now be locked, letting you easily change the scale of an object directly in the Property Editor but maintain the same ratio. This makes it easier to scale objects consistently to make them fit the requirements of a scene or project.

Support for TIFF files

You can now import TIFF files to use as textures. See Supported file formats for updated information.

Cloth simulation improvements

Stingray 1.4 improves the support for NVIDIA APEX clothing added in Stingray 1.3. The new update adds collision for cloth on ragdoll characters, making cloth move more realistically and believably around characters moving through a scene.

In addition, when you import an asset with APEX cloth configured, all .apx files named to match your FBX file are now automatically imported into your Stingray project. For example, when importing an FBX file named cloth_test.fbx, files named cloth_test1.apx and cloth_test2.apx are also imported. Renaming or moving units in Stingray Editor also renames or moves the associated .apx file with the same name.

Sort decals

You can now sort decals layered together using the new decal Draw Order property. The decals will be projected based on the draw order with higher valued decal displayed on the top.

Improved rendering performance

The powerful Stingray renderer has been optimized when using Screen Space Ambient Occlusions (SSAO), resulting in better speeds overall.

GLSL lens effect shaders

For the WebGL platform, the Stingray renderer now supports lens effect shaders suitable for wide panoramic scenes.

New Stingray light baker settings

When you bake lightmaps with the Stingray baker, you can now adjust:

Updated DCC interop plug-ins

This release includes an updated Stingray DCC Link plug-in to support Maya 2017 and Maya LT 2017, as well as the plug-in for 3ds Max 2017. For information on the plug-ins, see Interop with Maya, Maya LT, or 3ds Max.

Easier Wwise engine configuration

You now have more control over the memory usage and behavior of the integrated Wwise audio engine from the settings.ini file in your Stingray project. See the Stingray engine settings.ini file reference.

Updated PhysX plug-in

The PhysX plug-in installers for Maya 2017 and Maya LT 2017 that ship with Stingray are now updated to install the latest version of the PhysX plug-in, version 3.3.20602.11122. Click PhysX Plugins Download to get the plug-ins for older versions of Maya. For related information, see Install the PhysX plug-in for your DCC tool.

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What's Fixed

Authoring Tools and Animation:

Core:

Entities:

Gameware Navigation:

Interop

PhysX:

Platforms and Deployer:

Rendering:

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Known Limitations


This section lists known limitations and workarounds for Stingray.

Unless otherwise noted in the What's Fixed section, please be aware that this release contains the same Known Limitations described in the previous versions of Stingray Release Notes.

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Upgrade Requirements


The full installation guide for Autodesk products including Stingray is included in the Stingray online help, here.

This section explains the improvements and fixes that require specific upgrade steps for users currently using a previous version of Stingray.

Oculus VR template update

The Oculus Lua API has been updated in this release in order to work with the public Oculus Rift SDK. Unfortunately, this change has also required some code changes in the Lua scripts of the VR template.

If you have previously created a project from the VR template in an earlier version of Stingray, that project will no longer work with the 1.4 Stingray release.

To get around this problem, start a new project from the VR template in this release. Then, copy all of the content except the scripts folder from your old project into the new one.

Lua API changes

For a complete list of all new, modified, and removed elements in the Lua API in this release, see the version history.

If your project contains any API elements that have been modified or removed, you will need to adjust your code accordingly.

Major changes:

Flow node changes

For a complete list of all new, modified, and removed Flow nodes in this release, see the version history.

If your project contains any of the Flow nodes that have been modified or removed, you will need to make sure that your graphs are wired correctly by deleting any old versions of the node and re-inserting the new version.

Major changes:

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