Stingray 1.7 Release Notes

Welcome to Stingray 1.7 (1.7.1177.0). This release contains fixes and enhancements to several areas of Stingray, including an improved texture import process, rendering workflows, and interop with Maya. You'll also find a brand new Particle Editor which consolidates the particle editing workflow into a single, streamlined window, as well as improvements in the Capture Frames and Story Editor tools.

This update also provides two new project templates designed to help you build VR projects for mobile, and adds support for Google Cardboard on iOS, Google Daydream devices and controllers, and Google Cardboard for Android on Daydream devices.

In addition, we've made it easier to find and download example content with the new Online Assets tab in the Asset Browser, which lets you build a scene in minutes. Refer to the What's New section below for details on these features and more.

Sections in this topic:

What's New


Better texture import with automatic compression

Textures are now automatically compressed when you import them in Stingray. Depending on the texture type, Stingray assigns the texture template and compression settings for the imported textures for each platform. Texture compressions are applied by texture file suffix match or by image analysis. You can still tweak the textures as required, but you no longer need to manually compress textures on import. For details, see Import textures and Create a texture template.

Particle Editor

In previous versions of Stingray, you created and edited particle effects using the Asset Browser, Property Editor, and Asset Preview. With Stingray 1.7, we're pleased to give you a standalone Particle Editor that streamlines the workflow for particle artists. Select Window > Particle Editor from the main menu, or double-click an existing particle effect in the Asset Browser to launch the new tool. For more information, see Create and edit particle effects.

What's new in VR

Google Daydream support, plus new VR templates

Stingray 1.7 introduces our GoogleVR plug-in, which adds support for Google Cardboard on iOS, as well as Google Daydream devices and controllers. Google Cardboard for Android is also supported on Daydream devices.

To support rendering your VR projects on these devices, the Templates tab in the Project Manager now includes two templates: VR Google and VR Gear.

Use these templates to start building your VR projects for Google Daydream devices and GearVR devices. See also Build a project for Gear VR.

Browse online assets in the Asset Browser

See the new Online Assets folder in the Asset Browser. You can browse, find and import assets directly from online to your project. Right-click an online asset and select Download Asset to download and install the asset package to a category specific folder in the project. Updated topic include: Download assets and example projects.

What's new in Rendering

Light baking improvements

Tessellation support

Tessellation can now be activated using the standard base material node. Use the Tesselation Factor input on the base node to control the tesselation factor of your surface. A lower value results in a less tessellation. See Create a tessellation material.

Negative scale support

Stingray shaders now support negative scale. See Assign a material to an object.

Texture Manager updates

Improved Capture Frames Tool

The Capture Frames Tool is now a standalone tool connected to the Story Editor. Simply create a story and click to adjust your Capture Settings. New settings include support for different cameras and resolutions, and options to save and reuse your settings. Capturing can also be initiated through new Capture Flow Nodes. For details, see Capture Frames Tool.

More Story Editor improvements

Better network workflows: Run multiple local game instances

The Connections panel now lets you add multiple localhost PC targets, which means you can automatically start multiple targets with separate command lines on your local machine when you click Run Project . This makes it easier to debug and look at the console output for multiple targets using the editor engine instance dropdowns. See also Using the Connections panel.

Edit this page in Github!

At the bottom of most pages in the Stingray Help, you'll now see a green button that invites you to visit the topic source file in GitHub, make any changes you want, and submit a PR to us. With your help we want to make the Stingray Help better and better. If you're feeling inspired, check out Get Involved! for more ways to contribute to the Stingray community.

Import font files

You can now import font files to generate font resources to render text with sharp edges and preserve them when scaling. When you import font files, this generates the multi-channel signed distance field resources to display the font in your project. This feature is enabled by the Distance Field Font Importer plug-in, which is automatically enabled in the Plugin Manager. (See Add and remove plug-ins using the Plugin Manager.)

See Import fonts.

Trim animation clips

You can now edit the length of animation clips by trimming in the Anim Clip Editor or by modifying the trim values in the Animation clip properties. See Trim animation clips.

Visual mesh raycasting

Stingray 1.7 provides new functionality that lets you check for intersections with visual meshes within a specified Unit. You can use this mesh pick raycast to get visual mesh information from a surface, such as which material within a mesh gets hit. (If you don't actually need that level of information, use the standard phyiscs raycast instead.)

For complete documentation, refer to the Lua documentation stingray.Unit.mesh_pick_raycast() and the Flow node documentation (Unit > Mesh Pick Raycast).

Important: For units containing high density meshes, the raycast does impact performance.

An example Flow graph:

Entity updates

The Tag component is now exposed in the Stingray Editor, which lets you associate a set of tags with an entity and quickly find all entities that have a certain tag. See also:

In addition, new Flow nodes for entities let you get and set entity properties so that you can interface with entities in Flow similar to the way you've been able to use them with Lua and Story previously.

New Flow nodes include:

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

More granular asset overrides

If your project contains a folder whose name matches another folder already mounted by the engine or by another plug-in, such as the core folder, the project now merges the contents of your project's folder on top of the existing folder. This makes it easier to override selected core resources, such as Appkit script files, without having to copy the entire core folder into your project.

Updated version of Wwise Audio

Stingray 1.7 integrates Wwise version 2016.1.3, which includes various new features and bug fixes.

If you have an existing project built in previous versions of Stingray, the sound banks are automatically regenerated when you load/migrate the project into Stingray 1.7. Depending on how much audio your project has, please note that the regeneration process can take a long time.

Important: In order for Stingray to migrate existing sound banks correctly, make sure the wwise project is available and writable. If you experience any issues with the automatic migration, you can also manually regenerate the sound banks. (See Generate sound banks.)

What's new in the SDK?

What's new in Interop?

Level Sync updates

You can now update existing assets when using level sync with Maya. When Update Existing Assets is enabled in the Send Level window (Singray > Send Selected/Send All > ), modifications to geometry in Maya get pushed to Stingray when you send your scene. See Send assets from Maya and Maya LT with Level Sync.

Import .EXR files as skydome images

Stingray now supports high definition range EXR files for image based lighting. Import (or drag and drop to Asset Browser) .EXR files to use as skydomes in your level. Updated topics include: Supported file formats and Create a skydome texture.

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 3.3.21117.04582. For related information, see Install the PhysX plug-in for your DCC tool.

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What's Fixed


Animation

Asset Browser

Audio/Wwise

Content (Templates)

Documentation and Learning

Engine

Entities

Flow

General

Import, Export, and Interop

Particles

Plug-ins

Project Manager

Rendering

Scaleform Studio

Scatter Tool

Script Editor

Story Tool

Viewport

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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.

Migrating projects from versions earlier than Stingray 1.6

When you load a project created in the previous release of Stingray, the current release automatically migrates the data from your earlier project to work in the new version of Stingray. This means that projects created in Stingray 1.6 are migrated seamlessly to work in Stingray 1.7.

As of Stingray 1.6, all projects get created with a .stingray_project file extension, and that project file is now required in the Project Manager to open the project in Stingray 1.7. This change means that projects created in versions of Stingray previous to 1.6 can't be opened directly in Stingray 1.7.

To open legacy projects in Stingray 1.7, you'll need to open the project using Stingray 1.6 first. This creates a .stingray_project file and performs any other data conversion required. You can then open the project in Stingray 1.7.

Auto-loading removed from templates

In previous releases, the boot.package file in the template projects used a * = [*] wildcard pattern to match all types of resources in the project. This made sure that all content you put in a project (and all content in the core resources) would always be compiled, bundled, and loaded into the project at runtime, no matter where in the project that content was located. The downside was that as a project grew, it sometimes led to crashes when the engine tried to load more resources than it could fit in the available memory -- especially on mobile platforms.

We've now modified the boot.package in the template projects to disable this all-inclusive wildcard.

For more background information, see Loading and unloading content at runtime and Defining resource packages.

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.

A summary of the most important changes:

Flow node changes

This version includes new nodes for controlling frame capture, triggering Level Flow events, getting more properties from lights and units, exchanging meshes and materials as external input and output variables, and more.

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

Shader node changes

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

Visual Studio 2015

Stingray now requires Visual Studio 2015 for rebuilding all components from source code. See Software requirements for updated information.

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