Stingray 1.8 Release Notes

Welcome to the Stingray 1.8 (1.8.1267.0) release.

Stingray 1.8 includes a new non-interactive mode for the light baker, built-in support for splash screens in the appkit, and experimental support for the Hololens platform. Now that both WebAssembly and WebGL 2.0 are released, the workflow to run your project in a web browser has officially graduated out of experimental mode, and the process to deploy is smoother than ever.

In addition, you'll find some nice usability improvements in the Capture Frames tool, the Particle Editor, and the Asset Browser. An updated GoogleVR template lets you create hybrid apps that can run with or without VR. Plug-in developers will want to check out the new public stingray-plugin repo on GitHub, which has everything you need to get started, including a great new tutorial.

For details on these and more new features, refer to the What's New section below.

Sections in this topic:

What's New


Run projects in a web browser

For early adopters of WebGL 2.0 or WebAssembly tech in Stingray, or those who have been waiting to try it out, we're happy to announce that the workflow for deploying your project to run in a web browser has graduated out of 'experimental' status. Highlights of this new and improved workflow:

Check out Get started for the Web for updated information.

Particle Editor updates

See Create and edit particle effects.

Asset Browser improvements

Searching for online assets indicates the number of results next to the Online Assets in the tree view of the Asset Browser. You can clear the Search results by clicking the Clear icon in the Search field.

You can also locate an online asset installed in your project using a new option Locate in Project from the Online Assets view. Select an installed asset (indicated with a green checkmark) and either click the icon or right-click and select Locate in Project. See Asset Browser.

Capture Frames Tool updates

You can now define the capture range in your story using the Capture Frames Tool. Instead of recapturing your entire story after making a fix, specify the capture range in frames or seconds, and then quickly recapture.

Texture Manager

Check out the revamped Texture Manager with improved texture loading and filtering.

Light baker improvements

A new non-interactive light baking mode has been added to the Stingray baker to better control memory consumption. Instead of baking everything in the scene and showing the progress, this new mode bakes one object in the scene completely and then outputs the lightmap, saving memory in the process. Disable Interactive baking in the Light Baking window to turn on this mode. Non-interactive baking is also the default baking mode when you launch a baking session from the command line. See Trigger lightmap baking from the command line.

This release of Stingray ships with an updated Stingray DCC Link plug-in to support 3ds Max 2018 and 3ds Max 2017. See Interop with Maya, Maya LT, or 3ds Max.

Appkit loading screens

We've had many requests from customers who want to know how to start off their project with a simple splash screen while the bulk of their content loads in the background. So we've added support for loading screens to the Appkit!

When you start a new project based on one of the Stingray templates that uses the Appkit, you'll notice that each time you run the project you now start with a "Powered by Autodesk Stingray" loading screen. You can customize this splash screen to show your own logos, or whatever works for your project.

See Work with the Appkit loading screen for more information.

Appkit project script

You can now configure the name of the Lua script that the Appkit loads at startup. In your settings.ini file, find or create a script_data object, and add a project_script setting. For example:

script_data = {
    project_script = "scripts/lua/my_project/boot_script"
}

What's New in VR?

Accessible Google VR settings

When using a Google Cardboard or Google Daydream head-mounted display, touch the gear icon in the top right hand corner to quickly adjust your phone's VR settings. New lua functions have also been added.

Note: Currently, only Android devices are supported.

Toggle VR mode

New functionality has been exposed from the GoogleVR API in the GoogleVR template. You can now enter or exit VR mode at runtime using Lua. This supports hybrid applications that can run with or without VR. Simply invoke the project’s Lua function, Project.shutdown(), to switch from VR stereo display to non-VR display, and then invoke Project.on_init_complete() to return to VR mode.

VR SLI support

VR SLI improves performance for VR applications, and uses multiple GPUs to accelerate stereo rendering. To take advantage of this enhanced performance, manually add two new settings, disable_implicit_sli and nv_vr_sli_enabled, to the settings.ini file when working in the VR templates. For more information, see Stingray engine settings.ini file reference.

Stingray resource files

You can use the Script Editor to open and edit Stingray resource files like

Experimental feature: HoloLens

Initial support for the HoloLens platform has been added. For more information, see Get started on HoloLens.

What's New for developers?

Quick-start plug-in repository

If you haven't seen it yet, check out the new public stingray-plugin repo on GitHub! It contains everything you need to quickly get started making a new plug-in that extends Stingray -- including Visual Studio projects and build tools for extending the engine and editor using C/C++.

While you're there, a must-read is this detailed tutorial that walks you through all the steps involved in using the plugin repository as a basis for creating and packaging a full-featured plug-in that hooks into the engine and editor.

.stingray_plugin files

We've decided to standardize on stingray_plugin as the preferred extension for our plug-in descriptor file format. Don't worry if you've already written or installed any .plugin files, we'll still recognize .plugin for backward-compatibility. But for future development, we now recommend using .stingray_plugin instead.

runtime_libraries extension

If you write a Stingray plug-in that extends the runtime engine with a .dll file, you don't have to copy your .dll into your engine's plugins folder anymore!

Use the new runtime_libraries extension to set up the path to the .dll file inside your .stingray_project file. While your plug-in is loaded in the editor, any engine instances that you spawn from the editor (using Test Level or Run Project) will automatically load your library.

See this example config in the new base plugin repository, or read about it in the SDK Help.

Supply Lua code on the command line

The engine executable now accepts a --lua <code snippet> command-line parameter. If you include this parameter, the engine automatically runs the code snippet that you specify on the command line within its Lua environment. It runs your code after it calls the init() function from the project's Lua boot script, but before it calls update() for the first time.

This can be useful when you launch multiple instances of the engine from the Connections panel, in order to make each one behave in a different way.

What else is new?

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What's Fixed

Previous known limitations:

These were late-breaking issues that affected Stingray 1.7 as known limitations. They really bugged us and we're extra happy to tell you we fixed them in Stingray 1.8.

Animation

Asset Browser

General

Audio/Wwise

Content (Templates)

Deployer/Connections

Engine Core

Entities

Flow

Level Editor

Log Console

Particles

Plugins

Project Manager

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.

Wwise updates

The Wwise exporter tool has been updated to finish generating sound banks before compilation by the Stingray editor. The sound banks are automatically regenerated when you load/migrate projects into Stingray 1.8, provided your Wwise project is writable. If you encounter any errors, reload the project or update the Wwise settings file (File > Settings > Update Wwise Project Settings).

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.

Flow node changes

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

C plug-in API changes

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