Stingray 1.5 (1.5.863.0) provides HDR eye adaptation effects, morph target workflows, and a new Scatter Tool that makes it quick and easy to populate a level environment with lightweight units. From importing projects to duplicating or selecting assets, this release also includes several usability enhancements that provide an improved experience for both new and experienced users.
In addition, Stingray 1.5 includes experimental support for GearVR, including a new mini renderer.
Sections in this topic:
This section lists all the major new features available with this latest version of Stingray.
Here you'll find lists of the bugs and known limitations that we fixed, sorted by workflow area.
Known Limitations and Workarounds
This section includes any new known limitations we've found since the last release of Stingray.
If you're working on a project that you started in an earlier version of Stingray, this section lists the steps you may need to take in order to successfully upgrade to the latest version.
For scenes with HDR information, there is now an auto exposure component for your shading environment. This component gives basic control over the auto exposure feature. You can control min and max exposure, exposure input threshold, and adaptation speed and damping. This lets you create effects of blinding light, and eye adaptation when entering darker areas. Crucially, this component lets you utilize the full HDR range of your scenes.
Accompanying the auto-exposure component, we’ve added a new rendering debug mode with a histogram and average luminance view. For more information, see Adapt scenes to different lighting environments.
You can now use blend shapes/morph targets within Stingray. A full suite of tools let you import, preview, control and animate the blend shapes on your meshes. See Blend Shapes.
These tools are implemented as a plug-in that takes full advantage of the extended extensibility features of Stingray 1.5.
A new tab in the Project Manager makes it easy to get sample projects from Creative Market. Download example projects and game projects using the new Online Examples tab. See Download assets and example projects.
NOTE from the future: As of release 1.8, online projects are now available through the Autodesk Gamedev portal, along with other free assets and environments!
We've added some new components for the entity system:
The unit component, which associates a unit resource with the entity. Whenever the entity is spawned and unspawned, an instance of that unit is spawned and unspawned too.
The script component, which defines behaviors for their associated entities: actions that will be carried out when the entity is spawned and unspawned, and every frame during the main update loop. See Set up an entity's behavior using Flow or Lua.
Vector field components, which simulate effects like wind in the level. See Set up vector field (wind) effects.
The vector field workflow also provides an example of how you can make the new script component work together with a data component that sets parameter values for the feature.
Reflection probe settings and behaviors. In previous versions of Stingray, reflection probes were units with special types of lights attached. In this version, reflection probes are represented using entities that have a specialized data component and a specific script behavior. The basic workflows are unchanged, and any existing reflection probe units in your level will be automatically migrated to use entities. See also Set up a baked reflection probe and Global environment lighting for more about how to use reflection probes.
This change also provides an example of how to use the new component manipulators, which permit editing data values for components directly in the level viewport. Each reflection probe component draws its light volume and trace box in the viewport, and you can drag faces to resize the volumes interactively.
The auto-exposure component for the shading environment, mentioned above.
The new Scatter Tool plug-in lets you scatter objects in the scene. Quickly build out your level by distributing lightweight units like grass, clumps of flowers, posters, or gas cans by painting with scatter brushes. Modify spawn behavior using the Scatter Pools Settings, which apply the selected settings to all of the scatter data in your project at once. See Paint with the Scatter Tool.
For people trying to do VR on mobile devices (like GearVR), we’ve provided a new renderer. This is a forward renderer with a simplified material model that excludes all post effects to further improve the performance on lower spec platforms. See Mini renderer.
We have updated the light gizmo icons and behaviors to be more user friendly and easy to understand. Light gizmos now look like their respective light types and also allow separate control over light gizmo size and adaptive scaling so that light icons scale with your zoom level. For updated light gizmos, see Light sources.
You can now set a default level in your project settings, to control which level loads automatically when you open the project. This makes it faster to get going in your daily work, and provides a more intuitive startup experience for new users.
Projects also have a template level option which lets you specify the level to use when creating new levels. For advanced users, this is a useful way to set the starting point for newer users on your project. See Create or load a level.
The Stingray Toolbox now includes a Select Tool with all the intuitive selection options you expect. We’ve improved the marquee selection behavior and added standard selection hotkeys.
The Select tool lets you click objects or drag to draw a rectangular marquee to select the objects. Different modes let you specify whether to select only objects that are entirely within the marquee selection, or to also select those that partially intersect the marquee. For more information, see Select objects in a level.
You can now right-click to duplicate assets in the Asset Browser, which makes it easier to build out your level by reusing and creating new variations on existing assets.
For example, if you have an existing smoke effect particle system and you want to make another similar effect that is less dense and has a longer falloff, simply duplicate the particle system, then make changes to create the new smoke. See Asset Browser for more information.
You can now enable UV-unwrapping for meshes as you import your FBX files by turning on Generate UVs for Light Baking in the FBX Import options.This eliminates the need to manually unwrap UVs for meshes using the Unit Editor. For updated information, see Unwrap UVs for light baking.
You can now copy and paste level objects in the current level or to other levels to better reuse objects or recreate scenes. This lets you build out your levels more quickly and maintain a common feel throughout the levels as needed. See Copy and paste objects in a level
Normal maps are now supported on materials applied to cloth assets. In earlier versions of Stingray, you had to create custom materials without normal input.
Stingray now supports batch importing of asset files in your project. Copy multiple asset files to your project and select File > Batch Import to manually trigger importing of scenes and textures files. The batch import scans all the files in your project like scenes, images, textures, creates a .unit file for any FBX file that doesn't have one, and creates a .texture file for any missing textures. It also reimports an FBX file if it’s newer than an existing .dcc_asset file. See Batch import assets.
If you use the resource packaging system to define bundles of assets that you stream in and out of your project at runtime, you can now have your project download those bundles at runtime when you stream them into the game. This means that you can avoid distributing the bundled data with your deployed game, but it also means that your project will likely have longer than usual delays when loading the content at runtime.
To do this, use the new stingray.Application.resource_package_from_url() function to create your resource package instead of stingray.Application.resource_package(). See also Loading and unloading packages.
Custom plug-ins can now include:
Plus:
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.
GAME-16283 Importing Blendshapes doesn't work in combination with the Generate UV option
When importing a character with morph targets, a blendshape asset is created but it doesn't do anything if the Generate UVs option is on in the FBX Import options.
Workaround: Turn off Generate UVs in the import options when importing a character with morph targets.
GAME-16847 Shining a Spotlight with scale applied can cause staircase effects passing through a density set material
This issue is visible if you download the Learning Museum project from the Project Manager, run the game, and visit the PBR Rendering, Density exhibit.
Workaround: Don't scale spotlight, use gizmo size instead.
GAME-15040 Plugin Manager: Copy action does not resolve paths with spaces
Workaround: Avoid using spaces in file paths when copying.
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.
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.
Most changes in this release have been additions of new functions and objects, so the API is mostly backward-compatible with 1.4. The only changes are in:
The Gameware Navigaton Lua API.
Minor modifications for Xbox One and PlayStation 4.
For a complete list of all new, modified, and removed Flow nodes in this release, see the version history.
There are no breaking changes in this release, only additions of new nodes and connections.
For a complete list of all new, modified, and removed material shader nodes in this release, see the version history.
There are no breaking changes in this release, only additions of new nodes and connections.
Stingray now requires the March 2016 QFE 5 release of the XDK.
Stingray now requires Version 3.5 of the PlayStation 4 SDK.
If you have trouble upgrading to this version from an older version of the SDK, try deleting any existing files from the C:\ProgramData\SCE directory before you install.
Stingray now requires NVIDIA CodeWorks for Android 1R4 in order to build from source with Android support.
The Navigation plug-in is now available from the Plugin Manager. All assets in "core/gwnav" are now located in the "gwnav" folder.
When you open an existing Navigation project, click Yes when prompted to migrate. Projects that aren't migrated will generate a compilation error message: "File does not exist core/gwnav/boot.package".
In previous versions of Stingray, there was an inconsistency between the units of mass used in the global.physics_properties file, and units of mass expected by the engine. The global.physics_properties file used relative density values (relative to the density of water, so that a material with density of 1.0 = exactly as dense as water), while the Stingray engine uses absolute density values representing ‘volumetric mass’ (in kg/m3 using SI units).
From now on, Stingray uses SI units both in the engine and the editor, including all template projects. Mass values are in kg, densities are in kg/m3, and the default density value (water) is 1000. The global.physics_properties file for all template projects has been updated.
Important: PhysX actors created with the NVidia PhysX plug-in for your DCC and exported to Stingray use grams as the base weight unit. In order to align with the units of mass expected in Stingray, these actors are now converted to kg at runtime.
If your project has a mix of physics actors, some set up using PhysX in your DCC and some set up using the Unit Editor in Stingray, you may need to edit the project's global.physics_properties file to multiply the density values by 1000.
For example, change values like:
materials = { brick = { density = 1.922
to
materials = { brick = { density = 1922
Note: Actors defined with an explicit (non-zero) mass in the Unit Editor (set and loaded in kg) continue to act as expected.
See also Global physics properties.