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.jsonsidecars. - 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
easingmath namespace providessmoothstepandsmoothersteputilities. decodeImageBytesis 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.permissionstrust-gate replaces ad-hoc checks across all three kernels.
Bug fixes
- Studio on Windows uses
tasklistfor 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.