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Daily2026-07-14

Collider debug overlay, safer asset workflows, and AI asset import to game

Today introduces a real-time Collider debug overlay in the viewport, prevents data-loss on save, adds external-asset CRUD, and lets you import AI-generated 3D assets directly into your game.

Collider debug overlay

  • Selecting an entity with a Collider component now projects a real-time wireframe overlay in the viewport, making physics shape tuning far easier.
  • Gizmo and param-gizmo materials no longer cast shadows, keeping the viewport clean.

Safer asset management

  • External assets stored outside the project can now be managed via Content Browser CRUD backed by .meta.json sidecars.
  • Saving a scene merges orphan inline assets automatically, preventing the data-loss abort that could discard unsaved work.
  • Undoing entity deletion correctly restores associated materials through scene-asset GUID round-trips.
  • Nested duplicate operations inside transactions are now handled reliably.
  • The Content Browser refreshes its catalog on reload so that late-mounted assets appear immediately.

AI asset import to game

  • The Gen3D and AI Asset workbenches now offer an "Import to Game" action, letting you export AI-generated 3D models as playable characters directly into your project.

Engine improvements

  • Physics colliders now sync their poses from the Transform component, fixing drift between visual and physical shapes.
  • A new easing math namespace provides smoothstep and smootherstep utilities.
  • decodeImageBytes is exposed at runtime for loading textures from raw byte buffers.
  • FBX imports hydrate their WASM decoder on package install—no manual step required.
  • Component mount-override and shared-ref round-trips are now fully reliable.

CLI and permissions

  • Error payloads that previously vanished into an empty UI response are now synthesized into readable messages.
  • A unified settings.permissions trust-gate replaces ad-hoc checks across all three kernels.

Bug fixes

  • Studio on Windows uses tasklist for child-process liveness, fixing a startup hang on some machines.
  • Launcher scene selection now uses GUID instead of index, preventing mis-picks after scene reorder.
  • Cow Survivor: narrowed player physics setup errors and instantiated gameplay visuals by GUID.

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