Stingray 1.3 Release Notes

Sections in this topic:

What's New

Smoother migration for existing projects

When you open an existing project, or a project without a version number specified (in the project settings.ini file), you'll be automatically prompted to migrate the project to work with Stingray 1.3.

Note that after you create or open a project in Stingray 1.3, those projects no longer work with earlier versions of Stingray. See Open an existing project.

New in Rendering

Texture streaming

The engine can now stream textures from disk automatically when they are needed for rendering, instead of keeping them in memory persistently. This can help you increase the number of different textures you use in your game without increasing your memory requirements or your initial load times. For details, see Texture streaming.

Clear coat

The new clear coat shader lets you simulate a translucent layer of film on a surface. For example, you can use clear coat to create colored films on metal, like car paint. See Create a clear coat material.

Cloth shading

You can now use the new Cloth Falloff property to mimic a cloth-like appearance. See Simulate cloth.


Stingray now includes a new standard fur material that lets you add short fur to assets like bears, cats, and dogs. See Create Fur.

Graph-based particle materials

The Particles system now uses the standard shader graph, making the workflow consistent with how you edit shaders in Stingray.

In the default particle system, the Material:Billboard component is replaced by the Billboard Visualizer component, which lets you specify a single material, and edit the shader graph to modify it. A new material called particle_default is assigned to the Billboard Visualizer component by default. See Particle system properties for updated information.

Several nodes have been added to support the new physically based materials used for particles. Refer to the Stingray Shader Node Reference for details on the new nodes, including:

Improved Shadow Casting

Improved shadow casting on back of translucent objects. For proper light scattering on translucent materials (based on Density input), set the Material Type option to Translucent in the Standard Base node.

New game kits and examples

Check out Creative Market for all the latest examples and game kits shipping with this version of Stingray, including:

Stingray Learning Museum

Download this project and walk through the museum to explore the interactive details, with live examples at each station. You can then experiment with the examples right in the Stingray Editor, for more hands-on learning about the PBR materials, lighting, and rendering systems.


This complete game kit showcases highly polished VFX, dynamic lighting, and sound. Get it at

Pool Room

The Pool room example to shows off the physically-based rendering capabilities of Stingray. Get it at

Look for the Creative Market icon throughout the Stingray Help, where you'll find links to download projects, examples, and game kits designed to help you learn Stingray.

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!

Updated DCC interop plug-ins

Updated the Stingray DCC Link plug-in to support Maya 2016 Extension 2, Maya LT 2016 Extension 3, and 3ds Max 2017. See Interop with Maya, Maya LT, or 3ds Max.

New FBX Import options

Import Materials

You can now group materials together on import. Ensure Create Materials Folder is on in the FBX Import options to group any materials associated with the imported objects in a new Materials folder. See Import a model with textures and materials.

Mikktspace tangent support

New mikktspace support consistently generates tangent spaces for an imported mesh. The new Tangent option in the FBX Import options lets you Import vertex tangents or Calculate tangents using mikktspace tangent generation. If you import a model that contains vertex tangents, Stingray imports them from the file. Missing tangents are generated using mikktspace.

Animation clip updates

Curves for animated properties are now imported with animation clips. The name of each imported curve is displayed in a read-only list in the animation clip properties, and new options in the Animation Clip Properties let you select the type of curves (Transform Curves or Property Curves) that are evaluated during playback.

Extended custom Flow node variable types

You can now create custom Flow nodes with input and output connections that handle the following additional types of data: material, id, light, and mesh.

Search in Flow graphs

You can now search for nodes in your flow graph using the Search in the Level Flow Editor. Enter a text in the Search and use the arrows to browse through the search results. Narrow down your search using the Search options.

New in Core

Asset Browser improvements

The following new Asset Browser shortcuts let you browse assets in your game project more efficiently:

Enable Apex Cloth

You can now view cloth simulation in the viewport. You must make changes directly in your project's settings.ini file before you can enable Apex cloth in the editor. See Enable Apex Cloth.

Updated PhysX plug-in

The PhysX plug-in installers for Maya, Maya LT, and 3ds Max that ship with Stingray are now updated to install the latest version of the PhysX plug-in, version 3.3.20222.00162a. This plug-in includes several improvements and bug fixes by Nvidia. For related information, see Install the PhysX plug-in for your DCC tool.

Launch data compilation in the Connections Panel

New data compile options let you use the Connections Panel to launch a data compilation for a specific target. Right-click a target in the Connections Panel and select Compile Data or Compile and Bundle Data. See Using the Connections Panel.

Support for PlayGo on PS4

Stingray now supports PlayGo calls from gameplay Lua code to the engine. On PS4 consoles, PlayGo lets the player start the game once an initial 5GB of game data is downloaded and installed. For more information, refer to your PS4 developer documentation.

Wwise plug-in updates

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What's Fixed

Authoring Tools and Animation:



Gameware Navigation:


Scaleform Studio:

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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.

Xbox One XDK version

Stingray now requires the November 2015 release of the XDK.

PlayStation 4 SDK version

Stingray now requires Version 3.0 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.

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:

Shader node changes

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

Major changes:

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Source Updates

Building the engine with Visual Studio 2015

You can now use Visual Studio 2015 to build the Stingray engine for all target platforms that you build on Windows. The default build environment is still Visual Studio 2012, so you will need to specify to the make script that you want to use 2015 instead:

> ruby make.rb --devenv msvc14 --engine

Note that you still need to use Visual Studio 2012 to build the Stingray Editor.

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