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Releases: OriolCS2/CometEngine

CometEngine_2.0-rc.9

14 Apr 19:29
28660db

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CometEngine_2.0-rc.9 Pre-release
Pre-release

[2.0-rc.9] - 2026-04-14

Breaking Change

  • Removed C# scripting support. AngelScript is now the only supported scripting language.

Added

  • Project manager new functionalities:
    • Added a search bar to the top menu for finding projects.
    • Added "Scan" button to search for projects inside a folder recursively.
    • Added a favourite button for every project in order to show it at the top.
    • Added the current version of a project.
    • Added the last modification date for a project.
  • Support for exporting projects to Android and Web.
  • Each project now includes a project.cometProject file at its root to mark the folder as the project's entry point.
  • Opening the engine when the scripts project does not compile now can trigger two new popups:
    • Just once when the engine is opened, a popup saying that the scripts do not compile and that they should be fixed before anything else is triggered.
    • When the scripts now compile correctly (only once and just if the engine was opened when they did not compile correctly) a new popup saying that it is better to reload the project is triggered.
  • Support for playing videos:
    • VideoClip: New resource that can read video files.
    • VideoPlayer: New behaviour class that is used to display a video clip in some different modes.
  • The .fnt files can now be imported and used as BitmapFont to render using BehaviourText.
  • Slider to modify the volume when previsualizing an audio on the AudioSample inspector.
  • A text box explaining what is happening is now displayed in any collider inspector when an instanciable entity is selected, instead of showing nothing.
  • In a CometEvent, clicking an entity that owns a callback now highlights it in the hierarchy.
  • A behaviour can also be dropped inside a CometEvent and its Entity will be taken as reference.
  • Added the tag "Overriding" for the platform export options tab of the textures and texture atlas that are enabled.
  • The BehaviourText now uses the kerning of the font.
  • Now the inspector of a Font shows its texture and all the available glyphs.
  • Some AudioEffect parameters:
    • AudioEffectEcho: filter.
    • AudioEffectReverb: width, damp, roomSize, freeze, wetMix.
  • Script logs are now shown in the console panel with their script path, function name, and line number. Double-clicking a log entry opens and focuses the corresponding code in the editor.
  • AssetIcon now always shows the icon, even if the asset is not loaded.
  • Scenes referenced in the inspector of a Script or CometObject are now automatically included in the build.
  • New metadata attributes:
    • TreeNode: Makes a group with all the fields that has the same tree node name and shows them as a tree.
    • Tab: Makes a group with all consecutive fields that has a Tab attribute and shows them with tabs.
  • The BehaviourText now has a font by default.
  • Added a new (+) button in the Animation Event Inspector that allows adding a new event at the currently selected frame.
  • Added support for 9-sliced sprites using configurable borders to maintain correct aspect ratios. Borders have to be set using the SpriteEditor panel.
  • Added render modes for the SpriteRenderer and Image:
    • Simple: Renders the sprite normally (same as in previous versions).
    • Sliced: Uses the sprite’s borders for 9-sliced rendering, preventing distortion and preserving aspect ratio.
    • Tiled: Repeats the sprite using 9-sliced rendering, preserving the corners while tiling the edges and center.
  • Added an option to add a UI background panel when right-clicking the hierarchy.
  • New UI Behaviours added:
    • Raw Image: New behaviour that allows rendering a RenderTexture inside a Canvas.
    • RectMask: It allows to create a rect zone for the UI where only there it will be rendered.
    • Mask: Creates a mask based on the image attached to the same entity, allowing rendering only within that area.
    • HorizontalLayout: Organizes all children horizontally.
    • VerticalLayout: Organizes all children vertically.
    • GridLayout: Organizes all children into a grid.
    • LayoutElementConstraints: Defines the preferred, minimum, and flexible sizes of an element.
    • ContentSizeController: Adjusts the transform’s size to fit all its children.
    • ScrollRect: Allows a rect’s content to be scrolled inside another rect.
    • Scrollbar: Interactable bar that allows scrolling a ScrollRect.
    • Toggle: Interactable that maintains an on/off state.
    • ToggleGroup: Groups multiple toggles so they behave as a unified set.
    • Slider: Interactable that holds a bar with a value between the minimum and maximum.
    • InputField: Interactable that captures keyboard input to update a Text with what the user types.
    • UIParticleSystem: Allows rendering the entity’s particle system directly inside the canvas.
    • DropDown: Interactable that opens a popup options menu when clicked.
  • The UI Interactable color transition now includes a “Use Scaled Time” property to determine whether the fade duration uses scaled time.
  • The UI Interactable color/sprite transition now takes by default the self image as a target.
  • Added "Ignore Mouse" property to CanvasGroup, allowing it and all its children to ignore mouse interactions.
  • Added "Mouse Filter" property to UI Graphics, allowing control over how mouse events interact with them:
    • PROPAGATE: Mouse events propagate upward until handled.
    • STOP: Mouse events are handled only by this entity.
    • IGNORE: Mouse completely ignores this graphic.
    • BLOCK: Mouse events stop when reaching this graphic.
  • Text now has a property to auto set the font size to the biggest possible.
  • Added sortingLayout and sortingLayoutOrder to the Canvas Screen Mode Camera.
  • Added sortingOrder to the Canvas Screen Mode Overlay.
  • Nested canvases can override sorting and be rendered independently from their parent canvas.
  • ShowNavigation option for selectables now saves the state when closing the app and recovers it when opening.
  • Added GetPosition/SetPosition methods at the Window namespace.
  • Added an options button to the instantiable entity header in the scene view, allowing changes to be saved or discarded.
  • New window configuration properties:
    • Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
      • ABSOLUTE: The window position is set using the InitialPosition value.
      • CENTERED_PRIMARY_SCREEN: The window is centered on the primary display.
      • PRIMARY_SCREEN: The window position is set relative to the top-left corner of the primary display using the InitialPosition value.
      • CENTERED_OTHER_SCREEN: The window is centered on a non-primary display specified by InitialScreenIndex.
      • OTHER_SCREEN: The window position is set relative to the top-left corner of a non-primary display specified by InitialScreenIndex using the InitialPosition value.
      • CENTERED_SCREEN_WITH_MOUSE: The window is centered on the display where the mouse cursor is currently located.
      • SCREEN_WITH_MOUSE: The window position is set relative to the top-left corner of the display where the mouse cursor is currently located using the InitialPosition value.
    • Initial Position: Value specifying the X and Y coordinates for window placement, used in conjunction with certain InitialPositionMode settings.
    • Initial Screen Index: An integer specifying which display to use for positioning when certain InitialPositionMode settings are selected.
    • Always On Top: Flag that indicates whether the window should always stay on top of other windows.
    • Viewport Aspect Ratio: An enumeration that defines the aspect ratio of the game viewport.
      • Free Aspect: The viewport will resize freely.
      • 16:9, 4:3, 21:9, 16:10, 3:2, 5:4: The viewport will maintain the selected aspect ratio.
      • Custom: The viewport will maintain the custom aspect ratio defined in Custom Aspect Ratio.
    • Custom Aspect Ratio: Value specifying the custom width and height ratio when Viewport Aspect Ratio is set to Custom.
    • Keep Aspect Ratio On FullScreen: Flag that indicates if the aspect ratio should be maintained when in FullScreen mode.
    • Keep Aspect Ratio On FullScreen Desktop: Flag that indicates if the aspect ratio should be maintained when in FullScreenDesktop mode.
    • New SplashScreen settings: enable or disable the splash screen, change its size, and assign a new texture.
  • Closing the Editor while the SpriteEditor has unsaved changes now triggers a popup asking the user whether to save or discard them.
  • Added support for Undo/Redo when editing a sprite in the Sprite Editor.
  • If the editor engine crashes, it will generate a .txt with the report of the crash.
  • The panel that displays information about the selected sprite in the SpriteEditor can now be minimized and maximized.
  • Added an option for the scene camera to simulate the culling view of another game camera.
  • AudioClip now has platform-independent properties, such as Streaming Enabled.
  • Creating a new project with the project manager now adds a basic gitignore with all files that Comet generates that should not be uploaded.
  • New default resolutions available for the Game panel.
  • Added a menu to customize Game panel resolutions.
  • Added touch and pinch input information at Input AngelScript class:
    • GetTouchCount(): Returns the number of currently active touches.
    • GetTouchById(uint64 id): Returns the touch data for a specific touch ID.
    • GetTouchByIndex(uint64 index): Returns the touch data for a specific index.
    • IsPinching(): Returns true if a pinch gesture is active.
    • GetPinchZoom(): Returns the pinch zoom scale.
    • onTouchStarted: Event called when a touch starts.
    • onTouchMoved: Event called when a touch moves.
    • onTouchEnded: Event called when a touch ends.
    • onPinchStarted: Event called when a pinch gesture starts.
    • onPinchMoved: Event called when a pinch gesture moves.
    • onPinchEnded: Event called when a pinch gesture ends.
      -...
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CometEngine_2.0-rc.8

13 Apr 14:29
28660db

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CometEngine_2.0-rc.8 Pre-release
Pre-release

[2.0-rc.8] - 2026-04-13

Breaking Change

  • Removed C# scripting support. AngelScript is now the only supported scripting language.

Added

  • Project manager new functionalities:
    • Added a search bar to the top menu for finding projects.
    • Added "Scan" button to search for projects inside a folder recursively.
    • Added a favourite button for every project in order to show it at the top.
    • Added the current version of a project.
    • Added the last modification date for a project.
  • Support for exporting projects to Android and Web.
  • Each project now includes a project.cometProject file at its root to mark the folder as the project's entry point.
  • Opening the engine when the scripts project does not compile now can trigger two new popups:
    • Just once when the engine is opened, a popup saying that the scripts do not compile and that they should be fixed before anything else is triggered.
    • When the scripts now compile correctly (only once and just if the engine was opened when they did not compile correctly) a new popup saying that it is better to reload the project is triggered.
  • Support for playing videos:
    • VideoClip: New resource that can read video files.
    • VideoPlayer: New behaviour class that is used to display a video clip in some different modes.
  • The .fnt files can now be imported and used as BitmapFont to render using BehaviourText.
  • Slider to modify the volume when previsualizing an audio on the AudioSample inspector.
  • A text box explaining what is happening is now displayed in any collider inspector when an instanciable entity is selected, instead of showing nothing.
  • In a CometEvent, clicking an entity that owns a callback now highlights it in the hierarchy.
  • A behaviour can also be dropped inside a CometEvent and its Entity will be taken as reference.
  • Added the tag "Overriding" for the platform export options tab of the textures and texture atlas that are enabled.
  • The BehaviourText now uses the kerning of the font.
  • Now the inspector of a Font shows its texture and all the available glyphs.
  • Some AudioEffect parameters:
    • AudioEffectEcho: filter.
    • AudioEffectReverb: width, damp, roomSize, freeze, wetMix.
  • Script logs are now shown in the console panel with their script path, function name, and line number. Double-clicking a log entry opens and focuses the corresponding code in the editor.
  • AssetIcon now always shows the icon, even if the asset is not loaded.
  • Scenes referenced in the inspector of a Script or CometObject are now automatically included in the build.
  • New metadata attributes:
    • TreeNode: Makes a group with all the fields that has the same tree node name and shows them as a tree.
    • Tab: Makes a group with all consecutive fields that has a Tab attribute and shows them with tabs.
  • The BehaviourText now has a font by default.
  • Added a new (+) button in the Animation Event Inspector that allows adding a new event at the currently selected frame.
  • Added support for 9-sliced sprites using configurable borders to maintain correct aspect ratios. Borders have to be set using the SpriteEditor panel.
  • Added render modes for the SpriteRenderer and Image:
    • Simple: Renders the sprite normally (same as in previous versions).
    • Sliced: Uses the sprite’s borders for 9-sliced rendering, preventing distortion and preserving aspect ratio.
    • Tiled: Repeats the sprite using 9-sliced rendering, preserving the corners while tiling the edges and center.
  • Added an option to add a UI background panel when right-clicking the hierarchy.
  • New UI Behaviours added:
    • Raw Image: New behaviour that allows rendering a RenderTexture inside a Canvas.
    • RectMask: It allows to create a rect zone for the UI where only there it will be rendered.
    • Mask: Creates a mask based on the image attached to the same entity, allowing rendering only within that area.
    • HorizontalLayout: Organizes all children horizontally.
    • VerticalLayout: Organizes all children vertically.
    • GridLayout: Organizes all children into a grid.
    • LayoutElementConstraints: Defines the preferred, minimum, and flexible sizes of an element.
    • ContentSizeController: Adjusts the transform’s size to fit all its children.
    • ScrollRect: Allows a rect’s content to be scrolled inside another rect.
    • Scrollbar: Interactable bar that allows scrolling a ScrollRect.
    • Toggle: Interactable that maintains an on/off state.
    • ToggleGroup: Groups multiple toggles so they behave as a unified set.
    • Slider: Interactable that holds a bar with a value between the minimum and maximum.
    • InputField: Interactable that captures keyboard input to update a Text with what the user types.
    • UIParticleSystem: Allows rendering the entity’s particle system directly inside the canvas.
    • DropDown: Interactable that opens a popup options menu when clicked.
  • The UI Interactable color transition now includes a “Use Scaled Time” property to determine whether the fade duration uses scaled time.
  • The UI Interactable color/sprite transition now takes by default the self image as a target.
  • Added "Ignore Mouse" property to CanvasGroup, allowing it and all its children to ignore mouse interactions.
  • Added "Mouse Filter" property to UI Graphics, allowing control over how mouse events interact with them:
    • PROPAGATE: Mouse events propagate upward until handled.
    • STOP: Mouse events are handled only by this entity.
    • IGNORE: Mouse completely ignores this graphic.
    • BLOCK: Mouse events stop when reaching this graphic.
  • Text now has a property to auto set the font size to the biggest possible.
  • Added sortingLayout and sortingLayoutOrder to the Canvas Screen Mode Camera.
  • Added sortingOrder to the Canvas Screen Mode Overlay.
  • Nested canvases can override sorting and be rendered independently from their parent canvas.
  • ShowNavigation option for selectables now saves the state when closing the app and recovers it when opening.
  • Added GetPosition/SetPosition methods at the Window namespace.
  • Added an options button to the instantiable entity header in the scene view, allowing changes to be saved or discarded.
  • New window configuration properties:
    • Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
      • ABSOLUTE: The window position is set using the InitialPosition value.
      • CENTERED_PRIMARY_SCREEN: The window is centered on the primary display.
      • PRIMARY_SCREEN: The window position is set relative to the top-left corner of the primary display using the InitialPosition value.
      • CENTERED_OTHER_SCREEN: The window is centered on a non-primary display specified by InitialScreenIndex.
      • OTHER_SCREEN: The window position is set relative to the top-left corner of a non-primary display specified by InitialScreenIndex using the InitialPosition value.
      • CENTERED_SCREEN_WITH_MOUSE: The window is centered on the display where the mouse cursor is currently located.
      • SCREEN_WITH_MOUSE: The window position is set relative to the top-left corner of the display where the mouse cursor is currently located using the InitialPosition value.
    • Initial Position: Value specifying the X and Y coordinates for window placement, used in conjunction with certain InitialPositionMode settings.
    • Initial Screen Index: An integer specifying which display to use for positioning when certain InitialPositionMode settings are selected.
    • Always On Top: Flag that indicates whether the window should always stay on top of other windows.
    • Viewport Aspect Ratio: An enumeration that defines the aspect ratio of the game viewport.
      • Free Aspect: The viewport will resize freely.
      • 16:9, 4:3, 21:9, 16:10, 3:2, 5:4: The viewport will maintain the selected aspect ratio.
      • Custom: The viewport will maintain the custom aspect ratio defined in Custom Aspect Ratio.
    • Custom Aspect Ratio: Value specifying the custom width and height ratio when Viewport Aspect Ratio is set to Custom.
    • Keep Aspect Ratio On FullScreen: Flag that indicates if the aspect ratio should be maintained when in FullScreen mode.
    • Keep Aspect Ratio On FullScreen Desktop: Flag that indicates if the aspect ratio should be maintained when in FullScreenDesktop mode.
    • New SplashScreen settings: enable or disable the splash screen, change its size, and assign a new texture.
  • Closing the Editor while the SpriteEditor has unsaved changes now triggers a popup asking the user whether to save or discard them.
  • Added support for Undo/Redo when editing a sprite in the Sprite Editor.
  • If the editor engine crashes, it will generate a .txt with the report of the crash.
  • The panel that displays information about the selected sprite in the SpriteEditor can now be minimized and maximized.
  • Added an option for the scene camera to simulate the culling view of another game camera.
  • AudioClip now has platform-independent properties, such as Streaming Enabled.
  • Creating a new project with the project manager now adds a basic gitignore with all files that Comet generates that should not be uploaded.
  • New default resolutions available for the Game panel.
  • Added a menu to customize Game panel resolutions.
  • Added touch and pinch input information at Input AngelScript class:
    • GetTouchCount(): Returns the number of currently active touches.
    • GetTouchById(uint64 id): Returns the touch data for a specific touch ID.
    • GetTouchByIndex(uint64 index): Returns the touch data for a specific index.
    • IsPinching(): Returns true if a pinch gesture is active.
    • GetPinchZoom(): Returns the pinch zoom scale.
    • onTouchStarted: Event called when a touch starts.
    • onTouchMoved: Event called when a touch moves.
    • onTouchEnded: Event called when a touch ends.
    • onPinchStarted: Event called when a pinch gesture starts.
    • `o...
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CometEngine_2.0-rc.7

06 Apr 22:51
28660db

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CometEngine_2.0-rc.7 Pre-release
Pre-release

[2.0-rc.7] - 2026-04-07

Breaking Change

  • Removed C# scripting support. AngelScript is now the only supported scripting language.

Added

  • Project manager new functionalities:
    • Added a search bar to the top menu for finding projects.
    • Added "Scan" button to search for projects inside a folder recursively.
    • Added a favourite button for every project in order to show it at the top.
    • Added the current version of a project.
    • Added the last modification date for a project.
  • Support for exporting projects to Android and Web.
  • Each project now includes a project.cometProject file at its root to mark the folder as the project's entry point.
  • Opening the engine when the scripts project does not compile now can trigger two new popups:
    • Just once when the engine is opened, a popup saying that the scripts do not compile and that they should be fixed before anything else is triggered.
    • When the scripts now compile correctly (only once and just if the engine was opened when they did not compile correctly) a new popup saying that it is better to reload the project is triggered.
  • Support for playing videos:
    • VideoClip: New resource that can read video files.
    • VideoPlayer: New behaviour class that is used to display a video clip in some different modes.
  • The .fnt files can now be imported and used as BitmapFont to render using BehaviourText.
  • Slider to modify the volume when previsualizing an audio on the AudioSample inspector.
  • A text box explaining what is happening is now displayed in any collider inspector when an instanciable entity is selected, instead of showing nothing.
  • In a CometEvent, clicking an entity that owns a callback now highlights it in the hierarchy.
  • A behaviour can also be dropped inside a CometEvent and its Entity will be taken as reference.
  • Added the tag "Overriding" for the platform export options tab of the textures and texture atlas that are enabled.
  • The BehaviourText now uses the kerning of the font.
  • Now the inspector of a Font shows its texture and all the available glyphs.
  • Some AudioEffect parameters:
    • AudioEffectEcho: filter.
    • AudioEffectReverb: width, damp, roomSize, freeze, wetMix.
  • Script logs are now shown in the console panel with their script path, function name, and line number. Double-clicking a log entry opens and focuses the corresponding code in the editor.
  • AssetIcon now always shows the icon, even if the asset is not loaded.
  • Scenes referenced in the inspector of a Script or CometObject are now automatically included in the build.
  • New metadata attributes:
    • TreeNode: Makes a group with all the fields that has the same tree node name and shows them as a tree.
    • Tab: Makes a group with all consecutive fields that has a Tab attribute and shows them with tabs.
  • The BehaviourText now has a font by default.
  • Added a new (+) button in the Animation Event Inspector that allows adding a new event at the currently selected frame.
  • Added support for 9-sliced sprites using configurable borders to maintain correct aspect ratios. Borders have to be set using the SpriteEditor panel.
  • Added render modes for the SpriteRenderer and Image:
    • Simple: Renders the sprite normally (same as in previous versions).
    • Sliced: Uses the sprite’s borders for 9-sliced rendering, preventing distortion and preserving aspect ratio.
    • Tiled: Repeats the sprite using 9-sliced rendering, preserving the corners while tiling the edges and center.
  • Added an option to add a UI background panel when right-clicking the hierarchy.
  • New UI Behaviours added:
    • Raw Image: New behaviour that allows rendering a RenderTexture inside a Canvas.
    • RectMask: It allows to create a rect zone for the UI where only there it will be rendered.
    • Mask: Creates a mask based on the image attached to the same entity, allowing rendering only within that area.
    • HorizontalLayout: Organizes all children horizontally.
    • VerticalLayout: Organizes all children vertically.
    • GridLayout: Organizes all children into a grid.
    • LayoutElementConstraints: Defines the preferred, minimum, and flexible sizes of an element.
    • ContentSizeController: Adjusts the transform’s size to fit all its children.
    • ScrollRect: Allows a rect’s content to be scrolled inside another rect.
    • Scrollbar: Interactable bar that allows scrolling a ScrollRect.
    • Toggle: Interactable that maintains an on/off state.
    • ToggleGroup: Groups multiple toggles so they behave as a unified set.
    • Slider: Interactable that holds a bar with a value between the minimum and maximum.
    • InputField: Interactable that captures keyboard input to update a Text with what the user types.
    • UIParticleSystem: Allows rendering the entity’s particle system directly inside the canvas.
    • DropDown: Interactable that opens a popup options menu when clicked.
  • The UI Interactable color transition now includes a “Use Scaled Time” property to determine whether the fade duration uses scaled time.
  • The UI Interactable color/sprite transition now takes by default the self image as a target.
  • Added "Ignore Mouse" property to CanvasGroup, allowing it and all its children to ignore mouse interactions.
  • Added "Mouse Filter" property to UI Graphics, allowing control over how mouse events interact with them:
    • PROPAGATE: Mouse events propagate upward until handled.
    • STOP: Mouse events are handled only by this entity.
    • IGNORE: Mouse completely ignores this graphic.
    • BLOCK: Mouse events stop when reaching this graphic.
  • Text now has a property to auto set the font size to the biggest possible.
  • Added sortingLayout and sortingLayoutOrder to the Canvas Screen Mode Camera.
  • Added sortingOrder to the Canvas Screen Mode Overlay.
  • Nested canvases can override sorting and be rendered independently from their parent canvas.
  • ShowNavigation option for selectables now saves the state when closing the app and recovers it when opening.
  • Added GetPosition/SetPosition methods at the Window namespace.
  • Added an options button to the instantiable entity header in the scene view, allowing changes to be saved or discarded.
  • New window configuration properties:
    • Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
      • ABSOLUTE: The window position is set using the InitialPosition value.
      • CENTERED_PRIMARY_SCREEN: The window is centered on the primary display.
      • PRIMARY_SCREEN: The window position is set relative to the top-left corner of the primary display using the InitialPosition value.
      • CENTERED_OTHER_SCREEN: The window is centered on a non-primary display specified by InitialScreenIndex.
      • OTHER_SCREEN: The window position is set relative to the top-left corner of a non-primary display specified by InitialScreenIndex using the InitialPosition value.
      • CENTERED_SCREEN_WITH_MOUSE: The window is centered on the display where the mouse cursor is currently located.
      • SCREEN_WITH_MOUSE: The window position is set relative to the top-left corner of the display where the mouse cursor is currently located using the InitialPosition value.
    • Initial Position: Value specifying the X and Y coordinates for window placement, used in conjunction with certain InitialPositionMode settings.
    • Initial Screen Index: An integer specifying which display to use for positioning when certain InitialPositionMode settings are selected.
    • Always On Top: Flag that indicates whether the window should always stay on top of other windows.
    • Viewport Aspect Ratio: An enumeration that defines the aspect ratio of the game viewport.
      • Free Aspect: The viewport will resize freely.
      • 16:9, 4:3, 21:9, 16:10, 3:2, 5:4: The viewport will maintain the selected aspect ratio.
      • Custom: The viewport will maintain the custom aspect ratio defined in Custom Aspect Ratio.
    • Custom Aspect Ratio: Value specifying the custom width and height ratio when Viewport Aspect Ratio is set to Custom.
    • Keep Aspect Ratio On FullScreen: Flag that indicates if the aspect ratio should be maintained when in FullScreen mode.
    • Keep Aspect Ratio On FullScreen Desktop: Flag that indicates if the aspect ratio should be maintained when in FullScreenDesktop mode.
    • New SplashScreen settings: enable or disable the splash screen, change its size, and assign a new texture.
  • Closing the Editor while the SpriteEditor has unsaved changes now triggers a popup asking the user whether to save or discard them.
  • Added support for Undo/Redo when editing a sprite in the Sprite Editor.
  • If the editor engine crashes, it will generate a .txt with the report of the crash.
  • The panel that displays information about the selected sprite in the SpriteEditor can now be minimized and maximized.
  • Added an option for the scene camera to simulate the culling view of another game camera.
  • AudioClip now has platform-independent properties, such as Streaming Enabled.
  • Creating a new project with the project manager now adds a basic gitignore with all files that Comet generates that should not be uploaded.
  • New default resolutions available for the Game panel.
  • Added a menu to customize Game panel resolutions.
  • Added touch and pinch input information at Input AngelScript class:
    • GetTouchCount(): Returns the number of currently active touches.
    • GetTouchById(uint64 id): Returns the touch data for a specific touch ID.
    • GetTouchByIndex(uint64 index): Returns the touch data for a specific index.
    • IsPinching(): Returns true if a pinch gesture is active.
    • GetPinchZoom(): Returns the pinch zoom scale.
    • onTouchStarted: Event called when a touch starts.
    • onTouchMoved: Event called when a touch moves.
    • onTouchEnded: Event called when a touch ends.
    • onPinchStarted: Event called when a pinch gesture starts.
    • onPinchMoved: Event called when a pinch gesture moves.
    • onPinchEnded: Event called when a pinch gesture ends.
      -...
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CometEngine_2.0-rc.6

06 Apr 17:19
28660db

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CometEngine_2.0-rc.6 Pre-release
Pre-release

[2.0-rc.6] - 2026-04-06

Breaking Change

  • Removed C# scripting support. AngelScript is now the only supported scripting language.

Added

  • Project manager new functionalities:
    • Added a search bar to the top menu for finding projects.
    • Added "Scan" button to search for projects inside a folder recursively.
    • Added a favourite button for every project in order to show it at the top.
    • Added the current version of a project.
    • Added the last modification date for a project.
  • Support for exporting projects to Android and Web.
  • Each project now includes a project.cometProject file at its root to mark the folder as the project's entry point.
  • Opening the engine when the scripts project does not compile now can trigger two new popups:
    • Just once when the engine is opened, a popup saying that the scripts do not compile and that they should be fixed before anything else is triggered.
    • When the scripts now compile correctly (only once and just if the engine was opened when they did not compile correctly) a new popup saying that it is better to reload the project is triggered.
  • Support for playing videos:
    • VideoClip: New resource that can read video files.
    • VideoPlayer: New behaviour class that is used to display a video clip in some different modes.
  • The .fnt files can now be imported and used as BitmapFont to render using BehaviourText.
  • Slider to modify the volume when previsualizing an audio on the AudioSample inspector.
  • A text box explaining what is happening is now displayed in any collider inspector when an instanciable entity is selected, instead of showing nothing.
  • In a CometEvent, clicking an entity that owns a callback now highlights it in the hierarchy.
  • A behaviour can also be dropped inside a CometEvent and its Entity will be taken as reference.
  • Added the tag "Overriding" for the platform export options tab of the textures and texture atlas that are enabled.
  • The BehaviourText now uses the kerning of the font.
  • Now the inspector of a Font shows its texture and all the available glyphs.
  • Some AudioEffect parameters:
    • AudioEffectEcho: filter.
    • AudioEffectReverb: width, damp, roomSize, freeze, wetMix.
  • Script logs are now shown in the console panel with their script path, function name, and line number. Double-clicking a log entry opens and focuses the corresponding code in the editor.
  • AssetIcon now always shows the icon, even if the asset is not loaded.
  • Scenes referenced in the inspector of a Script or CometObject are now automatically included in the build.
  • New metadata attributes:
    • TreeNode: Makes a group with all the fields that has the same tree node name and shows them as a tree.
    • Tab: Makes a group with all consecutive fields that has a Tab attribute and shows them with tabs.
  • The BehaviourText now has a font by default.
  • Added a new (+) button in the Animation Event Inspector that allows adding a new event at the currently selected frame.
  • Added support for 9-sliced sprites using configurable borders to maintain correct aspect ratios. Borders have to be set using the SpriteEditor panel.
  • Added render modes for the SpriteRenderer and Image:
    • Simple: Renders the sprite normally (same as in previous versions).
    • Sliced: Uses the sprite’s borders for 9-sliced rendering, preventing distortion and preserving aspect ratio.
    • Tiled: Repeats the sprite using 9-sliced rendering, preserving the corners while tiling the edges and center.
  • Added an option to add a UI background panel when right-clicking the hierarchy.
  • New UI Behaviours added:
    • Raw Image: New behaviour that allows rendering a RenderTexture inside a Canvas.
    • RectMask: It allows to create a rect zone for the UI where only there it will be rendered.
    • Mask: Creates a mask based on the image attached to the same entity, allowing rendering only within that area.
    • HorizontalLayout: Organizes all children horizontally.
    • VerticalLayout: Organizes all children vertically.
    • GridLayout: Organizes all children into a grid.
    • LayoutElementConstraints: Defines the preferred, minimum, and flexible sizes of an element.
    • ContentSizeController: Adjusts the transform’s size to fit all its children.
    • ScrollRect: Allows a rect’s content to be scrolled inside another rect.
    • Scrollbar: Interactable bar that allows scrolling a ScrollRect.
    • Toggle: Interactable that maintains an on/off state.
    • ToggleGroup: Groups multiple toggles so they behave as a unified set.
    • Slider: Interactable that holds a bar with a value between the minimum and maximum.
    • InputField: Interactable that captures keyboard input to update a Text with what the user types.
    • UIParticleSystem: Allows rendering the entity’s particle system directly inside the canvas.
    • DropDown: Interactable that opens a popup options menu when clicked.
  • The UI Interactable color transition now includes a “Use Scaled Time” property to determine whether the fade duration uses scaled time.
  • The UI Interactable color/sprite transition now takes by default the self image as a target.
  • Added "Ignore Mouse" property to CanvasGroup, allowing it and all its children to ignore mouse interactions.
  • Added "Mouse Filter" property to UI Graphics, allowing control over how mouse events interact with them:
    • PROPAGATE: Mouse events propagate upward until handled.
    • STOP: Mouse events are handled only by this entity.
    • IGNORE: Mouse completely ignores this graphic.
    • BLOCK: Mouse events stop when reaching this graphic.
  • Text now has a property to auto set the font size to the biggest possible.
  • Added sortingLayout and sortingLayoutOrder to the Canvas Screen Mode Camera.
  • Added sortingOrder to the Canvas Screen Mode Overlay.
  • Nested canvases can override sorting and be rendered independently from their parent canvas.
  • ShowNavigation option for selectables now saves the state when closing the app and recovers it when opening.
  • Added GetPosition/SetPosition methods at the Window namespace.
  • Added an options button to the instantiable entity header in the scene view, allowing changes to be saved or discarded.
  • New window configuration properties:
    • Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
      • ABSOLUTE: The window position is set using the InitialPosition value.
      • CENTERED_PRIMARY_SCREEN: The window is centered on the primary display.
      • PRIMARY_SCREEN: The window position is set relative to the top-left corner of the primary display using the InitialPosition value.
      • CENTERED_OTHER_SCREEN: The window is centered on a non-primary display specified by InitialScreenIndex.
      • OTHER_SCREEN: The window position is set relative to the top-left corner of a non-primary display specified by InitialScreenIndex using the InitialPosition value.
      • CENTERED_SCREEN_WITH_MOUSE: The window is centered on the display where the mouse cursor is currently located.
      • SCREEN_WITH_MOUSE: The window position is set relative to the top-left corner of the display where the mouse cursor is currently located using the InitialPosition value.
    • Initial Position: Value specifying the X and Y coordinates for window placement, used in conjunction with certain InitialPositionMode settings.
    • Initial Screen Index: An integer specifying which display to use for positioning when certain InitialPositionMode settings are selected.
    • Always On Top: Flag that indicates whether the window should always stay on top of other windows.
    • Viewport Aspect Ratio: An enumeration that defines the aspect ratio of the game viewport.
      • Free Aspect: The viewport will resize freely.
      • 16:9, 4:3, 21:9, 16:10, 3:2, 5:4: The viewport will maintain the selected aspect ratio.
      • Custom: The viewport will maintain the custom aspect ratio defined in Custom Aspect Ratio.
    • Custom Aspect Ratio: Value specifying the custom width and height ratio when Viewport Aspect Ratio is set to Custom.
    • Keep Aspect Ratio On FullScreen: Flag that indicates if the aspect ratio should be maintained when in FullScreen mode.
    • Keep Aspect Ratio On FullScreen Desktop: Flag that indicates if the aspect ratio should be maintained when in FullScreenDesktop mode.
    • New SplashScreen settings: enable or disable the splash screen, change its size, and assign a new texture.
  • Closing the Editor while the SpriteEditor has unsaved changes now triggers a popup asking the user whether to save or discard them.
  • Added support for Undo/Redo when editing a sprite in the Sprite Editor.
  • If the editor engine crashes, it will generate a .txt with the report of the crash.
  • The panel that displays information about the selected sprite in the SpriteEditor can now be minimized and maximized.
  • Added an option for the scene camera to simulate the culling view of another game camera.
  • AudioClip now has platform-independent properties, such as Streaming Enabled.
  • Creating a new project with the project manager now adds a basic gitignore with all files that Comet generates that should not be uploaded.
  • New default resolutions available for the Game panel.
  • Added a menu to customize Game panel resolutions.
  • Added touch and pinch input information at Input AngelScript class:
    • GetTouchCount(): Returns the number of currently active touches.
    • GetTouchById(uint64 id): Returns the touch data for a specific touch ID.
    • GetTouchByIndex(uint64 index): Returns the touch data for a specific index.
    • IsPinching(): Returns true if a pinch gesture is active.
    • GetPinchZoom(): Returns the pinch zoom scale.
    • onTouchStarted: Event called when a touch starts.
    • onTouchMoved: Event called when a touch moves.
    • onTouchEnded: Event called when a touch ends.
    • onPinchStarted: Event called when a pinch gesture starts.
    • `o...
Read more

CometEngine_2.0-rc.4

03 Apr 08:10
28660db

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CometEngine_2.0-rc.4 Pre-release
Pre-release

[2.0-rc.4] - 2026-04-03

Breaking Change

  • Removed C# scripting support. AngelScript is now the only supported scripting language.

Added

  • Project manager new functionalities:
    • Added a search bar to the top menu for finding projects.
    • Added "Scan" button to search for projects inside a folder recursively.
    • Added a favourite button for every project in order to show it at the top.
    • Added the current version of a project.
    • Added the last modification date for a project.
  • Support for exporting projects to Android and Web.
  • Each project now includes a project.cometProject file at its root to mark the folder as the project's entry point.
  • Opening the engine when the scripts project does not compile now can trigger two new popups:
    • Just once when the engine is opened, a popup saying that the scripts do not compile and that they should be fixed before anything else is triggered.
    • When the scripts now compile correctly (only once and just if the engine was opened when they did not compile correctly) a new popup saying that it is better to reload the project is triggered.
  • Support for playing videos:
    • VideoClip: New resource that can read video files.
    • VideoPlayer: New behaviour class that is used to display a video clip in some different modes.
  • The .fnt files can now be imported and used as BitmapFont to render using BehaviourText.
  • Slider to modify the volume when previsualizing an audio on the AudioSample inspector.
  • A text box explaining what is happening is now displayed in any collider inspector when an instanciable entity is selected, instead of showing nothing.
  • In a CometEvent, clicking an entity that owns a callback now highlights it in the hierarchy.
  • A behaviour can also be dropped inside a CometEvent and its Entity will be taken as reference.
  • Added the tag "Overriding" for the platform export options tab of the textures and texture atlas that are enabled.
  • The BehaviourText now uses the kerning of the font.
  • Now the inspector of a Font shows its texture and all the available glyphs.
  • Some AudioEffect parameters:
    • AudioEffectEcho: filter.
    • AudioEffectReverb: width, damp, roomSize, freeze, wetMix.
  • Script logs are now shown in the console panel with their script path, function name, and line number. Double-clicking a log entry opens and focuses the corresponding code in the editor.
  • AssetIcon now always shows the icon, even if the asset is not loaded.
  • Scenes referenced in the inspector of a Script or CometObject are now automatically included in the build.
  • New metadata attributes:
    • TreeNode: Makes a group with all the fields that has the same tree node name and shows them as a tree.
    • Tab: Makes a group with all consecutive fields that has a Tab attribute and shows them with tabs.
  • The BehaviourText now has a font by default.
  • Added a new (+) button in the Animation Event Inspector that allows adding a new event at the currently selected frame.
  • Added support for 9-sliced sprites using configurable borders to maintain correct aspect ratios. Borders have to be set using the SpriteEditor panel.
  • Added render modes for the SpriteRenderer and Image:
    • Simple: Renders the sprite normally (same as in previous versions).
    • Sliced: Uses the sprite’s borders for 9-sliced rendering, preventing distortion and preserving aspect ratio.
    • Tiled: Repeats the sprite using 9-sliced rendering, preserving the corners while tiling the edges and center.
  • Added an option to add a UI background panel when right-clicking the hierarchy.
  • New UI Behaviours added:
    • Raw Image: New behaviour that allows rendering a RenderTexture inside a Canvas.
    • RectMask: It allows to create a rect zone for the UI where only there it will be rendered.
    • Mask: Creates a mask based on the image attached to the same entity, allowing rendering only within that area.
    • HorizontalLayout: Organizes all children horizontally.
    • VerticalLayout: Organizes all children vertically.
    • GridLayout: Organizes all children into a grid.
    • LayoutElementConstraints: Defines the preferred, minimum, and flexible sizes of an element.
    • ContentSizeController: Adjusts the transform’s size to fit all its children.
    • ScrollRect: Allows a rect’s content to be scrolled inside another rect.
    • Scrollbar: Interactable bar that allows scrolling a ScrollRect.
    • Toggle: Interactable that maintains an on/off state.
    • ToggleGroup: Groups multiple toggles so they behave as a unified set.
    • Slider: Interactable that holds a bar with a value between the minimum and maximum.
    • InputField: Interactable that captures keyboard input to update a Text with what the user types.
    • UIParticleSystem: Allows rendering the entity’s particle system directly inside the canvas.
    • DropDown: Interactable that opens a popup options menu when clicked.
  • The UI Interactable color transition now includes a “Use Scaled Time” property to determine whether the fade duration uses scaled time.
  • The UI Interactable color/sprite transition now takes by default the self image as a target.
  • Added "Ignore Mouse" property to CanvasGroup, allowing it and all its children to ignore mouse interactions.
  • Added "Mouse Filter" property to UI Graphics, allowing control over how mouse events interact with them:
    • PROPAGATE: Mouse events propagate upward until handled.
    • STOP: Mouse events are handled only by this entity.
    • IGNORE: Mouse completely ignores this graphic.
    • BLOCK: Mouse events stop when reaching this graphic.
  • Text now has a property to auto set the font size to the biggest possible.
  • Added sortingLayout and sortingLayoutOrder to the Canvas Screen Mode Camera.
  • Added sortingOrder to the Canvas Screen Mode Overlay.
  • Nested canvases can override sorting and be rendered independently from their parent canvas.
  • ShowNavigation option for selectables now saves the state when closing the app and recovers it when opening.
  • Added GetPosition/SetPosition methods at the Window namespace.
  • Added an options button to the instantiable entity header in the scene view, allowing changes to be saved or discarded.
  • New window configuration properties:
    • Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
      • ABSOLUTE: The window position is set using the InitialPosition value.
      • CENTERED_PRIMARY_SCREEN: The window is centered on the primary display.
      • PRIMARY_SCREEN: The window position is set relative to the top-left corner of the primary display using the InitialPosition value.
      • CENTERED_OTHER_SCREEN: The window is centered on a non-primary display specified by InitialScreenIndex.
      • OTHER_SCREEN: The window position is set relative to the top-left corner of a non-primary display specified by InitialScreenIndex using the InitialPosition value.
      • CENTERED_SCREEN_WITH_MOUSE: The window is centered on the display where the mouse cursor is currently located.
      • SCREEN_WITH_MOUSE: The window position is set relative to the top-left corner of the display where the mouse cursor is currently located using the InitialPosition value.
    • Initial Position: Value specifying the X and Y coordinates for window placement, used in conjunction with certain InitialPositionMode settings.
    • Initial Screen Index: An integer specifying which display to use for positioning when certain InitialPositionMode settings are selected.
    • Always On Top: Flag that indicates whether the window should always stay on top of other windows.
    • Viewport Aspect Ratio: An enumeration that defines the aspect ratio of the game viewport.
      • Free Aspect: The viewport will resize freely.
      • 16:9, 4:3, 21:9, 16:10, 3:2, 5:4: The viewport will maintain the selected aspect ratio.
      • Custom: The viewport will maintain the custom aspect ratio defined in Custom Aspect Ratio.
    • Custom Aspect Ratio: Value specifying the custom width and height ratio when Viewport Aspect Ratio is set to Custom.
    • Keep Aspect Ratio On FullScreen: Flag that indicates if the aspect ratio should be maintained when in FullScreen mode.
    • Keep Aspect Ratio On FullScreen Desktop: Flag that indicates if the aspect ratio should be maintained when in FullScreenDesktop mode.
    • New SplashScreen settings: enable or disable the splash screen, change its size, and assign a new texture.
  • Closing the Editor while the SpriteEditor has unsaved changes now triggers a popup asking the user whether to save or discard them.
  • Added support for Undo/Redo when editing a sprite in the Sprite Editor.
  • If the editor engine crashes, it will generate a .txt with the report of the crash.
  • The panel that displays information about the selected sprite in the SpriteEditor can now be minimized and maximized.
  • Added an option for the scene camera to simulate the culling view of another game camera.
  • AudioClip now has platform-independent properties, such as Streaming Enabled.
  • Creating a new project with the project manager now adds a basic gitignore with all files that Comet generates that should not be uploaded.
  • New default resolutions available for the Game panel.
  • Added a menu to customize Game panel resolutions.
  • Added touch and pinch input information at Input AngelScript class:
    • GetTouchCount(): Returns the number of currently active touches.
    • GetTouchById(uint64 id): Returns the touch data for a specific touch ID.
    • GetTouchByIndex(uint64 index): Returns the touch data for a specific index.
    • IsPinching(): Returns true if a pinch gesture is active.
    • GetPinchZoom(): Returns the pinch zoom scale.
    • onTouchStarted: Event called when a touch starts.
    • onTouchMoved: Event called when a touch moves.
    • onTouchEnded: Event called when a touch ends.
    • onPinchStarted: Event called when a pinch gesture starts.
    • `o...
Read more

CometEngine_2.0-rc.3

30 Mar 16:55
28660db

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CometEngine_2.0-rc.3 Pre-release
Pre-release

[2.0-rc.3] - 2026-03-30

Breaking Change

  • Removed C# scripting support. AngelScript is now the only supported scripting language.

Added

  • Project manager new functionalities:
    • Added a search bar to the top menu for finding projects.
    • Added "Scan" button to search for projects inside a folder recurive.
    • Added a favourite button for every project in order to show it at the top.
    • Added the current version of a project.
    • Added the last modification date for a project.
  • Support for exporting projects to Android and Web.
  • Each project now includes a "project.cometProject" file at its root to mark the folder as the project’s entry point.
  • Opening the engine when the scripts project does not compile now can trigger two new popups:
    • Just once when the engine is openend a popup saying that the scripts does not compile and that it should be fixed before anything else is triggered.
    • When the scripts now compile correctly (only once and just if the engine was opened when they did not compile correctly) a new popup saying that it is better to reload the project is triggered.
  • Support for playing videos:
    • VideoClip: New resource that can read video files.
    • VideoPlayer: New behaviour class that is used to display a video clip in some different modes.
  • The .fnt files now can be imported and used as BitmapFont to render using the BehaviourText.
  • Slider to modify the volume when previsualizing an audio on the AudioSample inspector.
  • Now a text box explaining what is happening is displayed at any collider inspector when the instanciable entity is selected instead of showing nothing.
  • Now in a CometEvent clicking at an entity that owns a callback will highlight it at the hierarchy.
  • Also a behaviour can be dropped inside a CometEvent and their Entity will be taken as reference.
  • Added the tag "Overriding" for the platform export options tab of the textures and texture atlas that are enabled.
  • The behaviour text now uses the kerning of the font.
  • Now the inspector of a Font shows its texture and all the available glyphs.
  • Some AudioEffect parameter:
    • AudioEffectEcho: filter.
    • AudioEffectReverb: width, damp, roomSize, freeze, wetMix.
  • Script logs are now shown in the console panel with their script path, function name, and line number. Double-clicking a log entry opens and focuses the corresponding code in the editor.
  • AssetIcon now always shows the icon, even if the asset is not loaded.
  • Scenes referenced in the inspector of a Script or CometObject are now automatically included in the build.
  • New metadata attributes:
    • TreeNode: Makes a group with all the fields that has the same tree node name and shows them as a tree.
    • Tab: Makes a group with all consecutive fields that has a Tab attribute and shows them with tabs.
  • The behaviour text now has a font by default.
  • Added a new (+) button in the Animation Event Inspector that allows adding a new event at the currently selected frame.
  • Added support for 9-sliced sprites using configurable borders to maintain correct aspect ratios. Borders have to be set using the SpriteEditor panel.
  • Added render modes for the SpriteRenderer and Image:
    • Simple: Renders the sprite normally (same as in previous versions).
    • Sliced: Uses the sprite’s borders for 9-sliced rendering, preventing distortion and preserving aspect ratio.
    • Tiled: Repeats the sprite using 9-sliced rendering, preserving the corners while tiling the edges and center.
  • Added an option to add a UI background panel when right-clicking the hierarchy.
  • New UI Behaviours added:
    • Raw Image: New behaviour that allows rendering a RenderTexture inside a Canvas.
    • RectMask: It allows to create a rect zone for the UI where only there it will be rendered.
    • Mask: Creates a mask based on the image attached to the same entity, allowing rendering only within that area.
    • HorizontalLayout: Organizes all children horizontally.
    • VerticalLayout: Organizes all children vertically.
    • GridLayout: Organizes all children into a grid.
    • LayoutElementConstraints: Defines the preferred, minimum, and flexible sizes of an element.
    • ContentSizeController: Adjusts the transform’s size to fit all its children.
    • ScrollRect: Allows a rect’s content to be scrolled inside another rect.
    • Scrollbar: Interactable bar that allows scrolling a ScrollRect.
    • Toggle: Interactable that maintains an on/off state.
    • ToggleGroup: Groups multiple toggles so they behave as a unified set.
    • Slider: Interactable that holds a bar with a value between the minimum and maximum.
    • InputField: Interactable that captures keyboard input to update a Text with what the user types.
    • UIParticleSystem: Allows rendering the entity’s particle system directly inside the canvas.
    • DropDown: Interactable that open a popup options menu when clicked.
  • The UI Interactable color transition now includes a “Use Scaled Time” property to determine whether the fade duration uses scaled time.
  • The UI Interactable color/sprite transition now takes by default the self image as a target.
  • Added “Ignore Mouse” property to CanvasGroup, allowing it and all its children to ignore mouse interactions.
  • Added "Mouse Filter" property to UI Graphics, allowing control over how mouse events interact with them:
    • PROPAGATE: Mouse events propagate upward until handled.
    • STOP: Mouse events are handled only by this entity.
    • IGNORE: Mouse completely ignores this graphic.
    • BLOCK: Mouse events stop when reaching this graphic.
  • Text now has a property to auto set the font size to the biggest possible.
  • Added sortingLayout and sortingLayoutOrder to the Canvas Screen Mode Camera.
  • Added sortingOrder to the Canvas Screen Mode Overlay.
  • Nested canvases can override sorting and be rendered independently from their parent canvas.
  • ShowNavigation option for selectables now saves the state when closing the app and recovers it when opening.
  • Added Get/SetPosition method at Window namesapce.
  • Added an options button to the instantiable entity header in the scene view, allowing changes to be saved or discarded.
  • New window configuration properties:
    • Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
      • ABSOLUTE: The window position is set using the InitialPosition value.
      • CENTERED_PRIMARY_SCREEN: The window is centered on the primary display.
      • PRIMARY_SCREEN: The window position is set relative to the top-left corner of the primary display using the InitialPosition value.
      • CENTERED_OTHER_SCREEN: The window is centered on a non-primary display specified by InitialScreenIndex.
      • OTHER_SCREEN: The window position is set relative to the top-left corner of a non-primary display specified by InitialScreenIndex using the InitialPosition value.
      • CENTERED_SCREEN_WITH_MOUSE: The window is centered on the display where the mouse cursor is currently located.
      • SCREEN_WITH_MOUSE: The window position is set relative to the top-left corner of the display where the mouse cursor is currently located using the InitialPosition value.
    • Initial Position: Value specifying the X and Y coordinates for window placement, used in conjunction with certain InitialPositionMode settings.
    • Initial Screen Index: An integer specifying which display to use for positioning when certain InitialPositionMode settings are selected.
    • Always On Top: Flag that indicates whether the window should always stay on top of other windows.
    • Viewport Aspect Ratio: An enumeration that defines the aspect ratio of the game viewport.
      • Free Aspect: The viewport will resize freely.
      • 16:9, 4:3, 21:9, 16:10, 3:2, 5:4: The viewport will maintain the selected aspect ratio.
      • Custom: The viewport will maintain the custom aspect ratio defined in Custom Aspect Ratio.
    • Custom Aspect Ratio: Value specifying the custom width and height ratio when Viewport Aspect Ratio is set to Custom.
    • Keep Aspect Ratio On FullScreen: Flag that indicates if the aspect ratio should be maintained when in FullScreen mode.
    • Keep Aspect Ratio On FullScreen Desktop: Flag that indicates if the aspect ratio should be maintained when in FullScreenDesktop mode.
    • New SplashScreen settings: enable or disable the splash screen, change its size, and assign a new texture.
  • Closing the Editor while the SpriteEditor has unsaved changes now triggers a popup asking the user whether to save or discard them.
  • Added suport to Undo/Redo when editing an sprite in the sprite editor.
  • If the editor engine crashes, it will generate a .txt with the report of the crash.
  • The panel that displays information about the selected sprite in the SpriteEditor can now be minimized and maximized.
  • Added an option for the scene camera to simulate the culling view of another game camera.
  • AudioClip now has platform-independent properties, such as Streaming Enabled.
  • Creating a new project with the project manager now adds a basic gitignore with all files that Comet generates that should not be uploaded.
  • New default resolutions available for the Game panel.
  • Added a menu to customize Game panel resolutions.
  • Added touch and pinch input information at Input AngelScript class:
    • GetTouchCount(): Returns the number of currently active touches.
    • GetTouchById(uint64 id): Returns the touch data for a specific touch ID.
    • GetTouchByIndex(uint64 index): Returns the touch data for a specific index.
    • IsPinching(): Returns true if a pinch gesture is active.
    • GetPinchZoom(): Returns the pinch zoom scale.
    • onTouchStarted: Event called when a touch starts.
    • onTouchMoved: Event called when a touch moves.
    • onTouchEnded: Event called when a touch ends.
    • onPinchStarted: Event called when a pinch gesture starts.
    • onPinchMoved: Event called when a pinch gesture moves.
    • onPinchEnded: Event called when a pinch gesture ends.
  • Network support with TCP sockets (Not valid on Web builds):
    • SocketClient: TCP client socket for conne...
Read more

CometEngine_2.0-rc.10

18 Apr 00:20
28660db

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CometEngine_2.0-rc.10 Pre-release
Pre-release

[2.0-rc.10] - 2026-04-18

Breaking Change

  • Removed C# scripting support. AngelScript is now the only supported scripting language.

Added

  • Project manager new functionalities:
    • Added a search bar to the top menu for finding projects.
    • Added "Scan" button to search for projects inside a folder recursively.
    • Added a favourite button for every project in order to show it at the top.
    • Added the current version of a project.
    • Added the last modification date for a project.
  • Support for exporting projects to Android and Web.
  • Each project now includes a project.cometProject file at its root to mark the folder as the project's entry point.
  • Opening the engine when the scripts project does not compile now can trigger two new popups:
    • Just once when the engine is opened, a popup saying that the scripts do not compile and that they should be fixed before anything else is triggered.
    • When the scripts now compile correctly (only once and just if the engine was opened when they did not compile correctly) a new popup saying that it is better to reload the project is triggered.
  • Support for playing videos:
    • VideoClip: New resource that can read video files.
    • VideoPlayer: New behaviour class that is used to display a video clip in some different modes.
  • The .fnt files can now be imported and used as BitmapFont to render using BehaviourText.
  • Slider to modify the volume when previsualizing an audio on the AudioSample inspector.
  • A text box explaining what is happening is now displayed in any collider inspector when an instanciable entity is selected, instead of showing nothing.
  • In a CometEvent, clicking an entity that owns a callback now highlights it in the hierarchy.
  • A behaviour can also be dropped inside a CometEvent and its Entity will be taken as reference.
  • Added the tag "Overriding" for the platform export options tab of the textures and texture atlas that are enabled.
  • The BehaviourText now uses the kerning of the font.
  • Now the inspector of a Font shows its texture and all the available glyphs.
  • Some AudioEffect parameters:
    • AudioEffectEcho: filter.
    • AudioEffectReverb: width, damp, roomSize, freeze, wetMix.
  • Script logs are now shown in the console panel with their script path, function name, and line number. Double-clicking a log entry opens and focuses the corresponding code in the editor.
  • AssetIcon now always shows the icon, even if the asset is not loaded.
  • Scenes referenced in the inspector of a Script or CometObject are now automatically included in the build.
  • New metadata attributes:
    • TreeNode: Makes a group with all the fields that has the same tree node name and shows them as a tree.
    • Tab: Makes a group with all consecutive fields that has a Tab attribute and shows them with tabs.
  • The BehaviourText now has a font by default.
  • Added a new (+) button in the Animation Event Inspector that allows adding a new event at the currently selected frame.
  • Added support for 9-sliced sprites using configurable borders to maintain correct aspect ratios. Borders have to be set using the SpriteEditor panel.
  • Added render modes for the SpriteRenderer and Image:
    • Simple: Renders the sprite normally (same as in previous versions).
    • Sliced: Uses the sprite’s borders for 9-sliced rendering, preventing distortion and preserving aspect ratio.
    • Tiled: Repeats the sprite using 9-sliced rendering, preserving the corners while tiling the edges and center.
  • Added an option to add a UI background panel when right-clicking the hierarchy.
  • New UI Behaviours added:
    • Raw Image: New behaviour that allows rendering a RenderTexture inside a Canvas.
    • RectMask: It allows to create a rect zone for the UI where only there it will be rendered.
    • Mask: Creates a mask based on the image attached to the same entity, allowing rendering only within that area.
    • HorizontalLayout: Organizes all children horizontally.
    • VerticalLayout: Organizes all children vertically.
    • GridLayout: Organizes all children into a grid.
    • LayoutElementConstraints: Defines the preferred, minimum, and flexible sizes of an element.
    • ContentSizeController: Adjusts the transform’s size to fit all its children.
    • ScrollRect: Allows a rect’s content to be scrolled inside another rect.
    • Scrollbar: Interactable bar that allows scrolling a ScrollRect.
    • Toggle: Interactable that maintains an on/off state.
    • ToggleGroup: Groups multiple toggles so they behave as a unified set.
    • Slider: Interactable that holds a bar with a value between the minimum and maximum.
    • InputField: Interactable that captures keyboard input to update a Text with what the user types.
    • UIParticleSystem: Allows rendering the entity’s particle system directly inside the canvas.
    • DropDown: Interactable that opens a popup options menu when clicked.
  • The UI Interactable color transition now includes a “Use Scaled Time” property to determine whether the fade duration uses scaled time.
  • The UI Interactable color/sprite transition now takes by default the self image as a target.
  • Added "Ignore Mouse" property to CanvasGroup, allowing it and all its children to ignore mouse interactions.
  • Added "Mouse Filter" property to UI Graphics, allowing control over how mouse events interact with them:
    • PROPAGATE: Mouse events propagate upward until handled.
    • STOP: Mouse events are handled only by this entity.
    • IGNORE: Mouse completely ignores this graphic.
    • BLOCK: Mouse events stop when reaching this graphic.
  • Text now has a property to auto set the font size to the biggest possible.
  • Added sortingLayout and sortingLayoutOrder to the Canvas Screen Mode Camera.
  • Added sortingOrder to the Canvas Screen Mode Overlay.
  • Nested canvases can override sorting and be rendered independently from their parent canvas.
  • ShowNavigation option for selectables now saves the state when closing the app and recovers it when opening.
  • Added GetPosition/SetPosition methods at the Window namespace.
  • Added an options button to the instantiable entity header in the scene view, allowing changes to be saved or discarded.
  • New window configuration properties:
    • Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
      • ABSOLUTE: The window position is set using the InitialPosition value.
      • CENTERED_PRIMARY_SCREEN: The window is centered on the primary display.
      • PRIMARY_SCREEN: The window position is set relative to the top-left corner of the primary display using the InitialPosition value.
      • CENTERED_OTHER_SCREEN: The window is centered on a non-primary display specified by InitialScreenIndex.
      • OTHER_SCREEN: The window position is set relative to the top-left corner of a non-primary display specified by InitialScreenIndex using the InitialPosition value.
      • CENTERED_SCREEN_WITH_MOUSE: The window is centered on the display where the mouse cursor is currently located.
      • SCREEN_WITH_MOUSE: The window position is set relative to the top-left corner of the display where the mouse cursor is currently located using the InitialPosition value.
    • Initial Position: Value specifying the X and Y coordinates for window placement, used in conjunction with certain InitialPositionMode settings.
    • Initial Screen Index: An integer specifying which display to use for positioning when certain InitialPositionMode settings are selected.
    • Always On Top: Flag that indicates whether the window should always stay on top of other windows.
    • Viewport Aspect Ratio: An enumeration that defines the aspect ratio of the game viewport.
      • Free Aspect: The viewport will resize freely.
      • 16:9, 4:3, 21:9, 16:10, 3:2, 5:4: The viewport will maintain the selected aspect ratio.
      • Custom: The viewport will maintain the custom aspect ratio defined in Custom Aspect Ratio.
    • Custom Aspect Ratio: Value specifying the custom width and height ratio when Viewport Aspect Ratio is set to Custom.
    • Keep Aspect Ratio On FullScreen: Flag that indicates if the aspect ratio should be maintained when in FullScreen mode.
    • Keep Aspect Ratio On FullScreen Desktop: Flag that indicates if the aspect ratio should be maintained when in FullScreenDesktop mode.
    • New SplashScreen settings: enable or disable the splash screen, change its size, and assign a new texture.
  • Closing the Editor while the SpriteEditor has unsaved changes now triggers a popup asking the user whether to save or discard them.
  • Added support for Undo/Redo when editing a sprite in the Sprite Editor.
  • If the editor engine crashes, it will generate a .txt with the report of the crash.
  • The panel that displays information about the selected sprite in the SpriteEditor can now be minimized and maximized.
  • Added an option for the scene camera to simulate the culling view of another game camera.
  • AudioClip now has platform-independent properties, such as Streaming Enabled.
  • Creating a new project with the project manager now adds a basic gitignore with all files that Comet generates that should not be uploaded.
  • New default resolutions available for the Game panel.
  • Added a menu to customize Game panel resolutions.
  • Added touch and pinch input information at Input AngelScript class:
    • GetTouchCount(): Returns the number of currently active touches.
    • GetTouchById(uint64 id): Returns the touch data for a specific touch ID.
    • GetTouchByIndex(uint64 index): Returns the touch data for a specific index.
    • IsPinching(): Returns true if a pinch gesture is active.
    • GetPinchZoom(): Returns the pinch zoom scale.
    • onTouchStarted: Event called when a touch starts.
    • onTouchMoved: Event called when a touch moves.
    • onTouchEnded: Event called when a touch ends.
    • onPinchStarted: Event called when a pinch gesture starts.
    • onPinchMoved: Event called when a pinch gesture moves.
    • onPinchEnded: Event called when a pinch gesture ends.
      ...
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CometEngine_2.0-RC2

20 Feb 19:15
28660db

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CometEngine_2.0-RC2 Pre-release
Pre-release

Changelog

This is a list of notable changes in CometEngine's version history.

[2.0-RC2] - 2026-02-20

Breaking Change

  • Removed C# scripting support. AngelScript is now the only supported scripting language.

Added

  • Support for exporting projects to Android and Web.
  • Project manager new functionalities:
    • Added a search bar to the top menu for finding projects.
    • Added "Scan" button to search for projects inside a folder recurive.
    • Added a favourite button for every project in order to show it at the top.
    • Added the current version of a project.
    • Added the last modification date for a project.
  • Each project now includes a "project.cometProject" file at its root to mark the folder as the project’s entry point.
  • Opening the engine when the scripts project does not compile now can trigger two new popups:
    • Just once when the engine is openend a popup saying that the scripts does not compile and that it should be fixed before anything else is triggered.
    • When the scripts now compile correctly (only once and just if the engine was opened when they did not compile correctly) a new popup saying that it is better to reload the project is triggered.
  • Support for playing videos:
    • VideoClip: New resource that can read video files.
    • VideoPlayer: New behaviour class that is used to display a video clip in some different modes.
  • The .fnt files now can be imported and used as BitmapFont to render using the BehaviourText.
  • Slider to modify the volume when previsualizing an audio on the AudioSample inspector.
  • Now a text box explaining what is happening is displayed at any collider inspector when the instanciable entity is selected instead of showing nothing.
  • Now in a CometEvent clicking at an entity that owns a callback will highlight it at the hierarchy.
  • Also a behaviour can be dropped inside a CometEvent and their Entity will be taken as reference.
  • Added the tag "Overriding" for the platform export options tab of the textures and texture atlas that are enabled.
  • The behaviour text now uses the kerning of the font.
  • Now the inspector of a Font shows its texture and all the available glyphs.
  • Some AudioEffect parameter:
    • AudioEffectEcho: filter.
    • AudioEffectReverb: width, damp, roomSize, freeze, wetMix.
  • Script logs are now shown in the console panel with their script path, function name, and line number. Double-clicking a log entry opens and focuses the corresponding code in the editor.
  • AssetIcon now always shows the icon, even if the asset is not loaded.
  • Scenes referenced in the inspector of a Script or CometObject are now automatically included in the build.
  • New metadata attributes:
    • TreeNode: Makes a group with all the fields that has the same tree node name and shows them as a tree.
    • Tab: Makes a group with all consecutive fields that has a Tab attribute and shows them with tabs.
  • The behaviour text now has a font by default.
  • Added a new (+) button in the Animation Event Inspector that allows adding a new event at the currently selected frame.
  • Added support for 9-sliced sprites using configurable borders to maintain correct aspect ratios. Borders have to be set using the SpriteEditor panel.
  • Added render modes for the SpriteRenderer and Image:
    • Simple: Renders the sprite normally (same as in previous versions).
    • Sliced: Uses the sprite’s borders for 9-sliced rendering, preventing distortion and preserving aspect ratio.
    • Tiled: Repeats the sprite using 9-sliced rendering, preserving the corners while tiling the edges and center.
  • Added an option to add a UI background panel when right-clicking the hierarchy.
  • New UI Behaviours added:
    • Raw Image: New behaviour that allows rendering a RenderTexture inside a Canvas.
    • RectMask: It allows to create a rect zone for the UI where only there it will be rendered.
    • Mask: Creates a mask based on the image attached to the same entity, allowing rendering only within that area.
    • HorizontalLayout: Organizes all children horizontally.
    • VerticalLayout: Organizes all children vertically.
    • GridLayout: Organizes all children into a grid.
    • LayoutElementConstraints: Defines the preferred, minimum, and flexible sizes of an element.
    • ContentSizeController: Adjusts the transform’s size to fit all its children.
    • ScrollRect: Allows a rect’s content to be scrolled inside another rect.
    • Scrollbar: Interactable bar that allows scrolling a ScrollRect.
    • Toggle: Interactable that maintains an on/off state.
    • ToggleGroup: Groups multiple toggles so they behave as a unified set.
    • Slider: Interactable that holds a bar with a value between the minimum and maximum.
    • InputField: Interactable that captures keyboard input to update a Text with what the user types.
    • UIParticleSystem: Allows rendering the entity’s particle system directly inside the canvas.
    • DropDown: Interactable that open a popup options menu when clicked.
  • The UI Interactable color transition now includes a “Use Scaled Time” property to determine whether the fade duration uses scaled time.
  • The UI Interactable color/sprite transition now takes by default the self image as a target.
  • Added “Ignore Mouse” property to CanvasGroup, allowing it and all its children to ignore mouse interactions.
  • Added "Mouse Filter" property to UI Graphics, allowing control over how mouse events interact with them:
    • PROPAGATE: Mouse events propagate upward until handled.
    • STOP: Mouse events are handled only by this entity.
    • IGNORE: Mouse completely ignores this graphic.
    • BLOCK: Mouse events stop when reaching this graphic.
  • Text now has a property to auto set the font size to the biggest possible.
  • Added sortingLayout and sortingLayoutOrder to the Canvas Screen Mode Camera.
  • Added sortingOrder to the Canvas Screen Mode Overlay.
  • Nested canvases can override sorting and be rendered independently from their parent canvas.
  • ShowNavigation option for selectables now saves the state when closing the app and recovers it when opening.
  • Added Get/SetPosition method at Window namesapce.
  • Added an options button to the instantiable entity header in the scene view, allowing changes to be saved or discarded.
  • New window configuration properties:
    • Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
      • ABSOLUTE: The window position is set using the InitialPosition value.
      • CENTERED_PRIMARY_SCREEN: The window is centered on the primary display.
      • PRIMARY_SCREEN: The window position is set relative to the top-left corner of the primary display using the InitialPosition value.
      • CENTERED_OTHER_SCREEN: The window is centered on a non-primary display specified by InitialScreenIndex.
      • OTHER_SCREEN: The window position is set relative to the top-left corner of a non-primary display specified by InitialScreenIndex using the InitialPosition value.
      • CENTERED_SCREEN_WITH_MOUSE: The window is centered on the display where the mouse cursor is currently located.
      • SCREEN_WITH_MOUSE: The window position is set relative to the top-left corner of the display where the mouse cursor is currently located using the InitialPosition value.
    • Initial Position: Value specifying the X and Y coordinates for window placement, used in conjunction with certain InitialPositionMode settings.
    • Initial Screen Index: An integer specifying which display to use for positioning when certain InitialPositionMode settings are selected.
    • Always On Top: Flag that indicates whether the window should always stay on top of other windows.
    • Viewport Aspect Ratio: An enumeration that defines the aspect ratio of the game viewport.
      • Free Aspect: The viewport will resize freely.
      • 16:9, 4:3, 21:9, 16:10, 3:2, 5:4: The viewport will maintain the selected aspect ratio.
      • Custom: The viewport will maintain the custom aspect ratio defined in Custom Aspect Ratio.
    • Custom Aspect Ratio: Value specifying the custom width and height ratio when Viewport Aspect Ratio is set to Custom.
    • Keep Aspect Ratio On FullScreen: Flag that indicates if the aspect ratio should be maintained when in FullScreen mode.
    • Keep Aspect Ratio On FullScreen Desktop: Flag that indicates if the aspect ratio should be maintained when in FullScreenDesktop mode.
    • New SplashScreen settings: enable or disable the splash screen, change its size, and assign a new texture.
  • Closing the Editor while the SpriteEditor has unsaved changes now triggers a popup asking the user whether to save or discard them.
  • Added suport to Undo/Redo when editing an sprite in the sprite editor.
  • If the editor engine crashes, it will generate a .txt with the report of the crash.
  • The panel that displays information about the selected sprite in the SpriteEditor can now be minimized and maximized.
  • Added an option for the scene camera to simulate the culling view of another game camera.
  • AudioClip now has platform-independent properties, such as Streaming Enabled.
  • Creating a new project with the project manager now adds a basic gitignore with all files that Comet generates that should not be uploaded.

Changed

  • Editor font now is OpenSans. It is bigger and clearer.
  • Project manager moved stuff:
    • Button "New" and "Import" have been moved to the top menu bar.
    • Button "Delete Missing" has been moved to the bottom utility bar.
    • Version has been moved to the top right menu bar.
  • The popup "InstanciableEntity has been modified" its title has been renamed to "InstanciableEntity modified".
  • Right-clicking an animation event on the timeline now shows individual options for each event instead of only removing all events at the current frame.
  • The Sprite Editor tool gizmo now uses an improved handler.
  • The default button texture has been updated to one with rounded borders.
  • Behaviour image now has by default a white quad as a s...
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CometEngine_2.0-RC1

28 Jan 22:54
2a274a2

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CometEngine_2.0-RC1 Pre-release
Pre-release

[2.0-RC1] - 2026-01-28

Breaking Change

  • Removed C# scripting support. AngelScript is now the only supported scripting language.

Added

  • Project manager new functionalities:
    • Added a search bar to the top menu for finding projects.
    • Added "Scan" button to search for projects inside a folder recurive.
    • Added a favourite button for every project in order to show it at the top.
    • Added the current version of a project.
    • Added the last modification date for a project.
  • Each project now includes a "project.cometProject" file at its root to mark the folder as the project’s entry point.
  • Opening the engine when the scripts project does not compile now can trigger two new popups:
    • Just once when the engine is openend a popup saying that the scripts does not compile and that it should be fixed before anything else is triggered.
    • When the scripts now compile correctly (only once and just if the engine was opened when they did not compile correctly) a new popup saying that it is better to reload the project is triggered.
  • Support for playing videos:
    • VideoClip: New resource that can read video files.
    • VideoPlayer: New behaviour class that is used to display a video clip in some different modes.
  • The .fnt files now can be imported and used as BitmapFont to render using the BehaviourText.
  • Slider to modify the volume when previsualizing an audio on the AudioSample inspector.
  • Now a text box explaining what is happening is displayed at any collider inspector when the instanciable entity is selected instead of showing nothing.
  • Now in a CometEvent clicking at an entity that owns a callback will highlight it at the hierarchy.
  • Also a behaviour can be dropped inside a CometEvent and their Entity will be taken as reference.
  • Added the tag "Overriding" for the platform export options tab of the textures and texture atlas that are enabled.
  • The behaviour text now uses the kerning of the font.
  • Now the inspector of a Font shows its texture and all the available glyphs.
  • Some AudioEffect parameter:
    • AudioEffectEcho: filter.
    • AudioEffectReverb: width, damp, roomSize, freeze, wetMix.
  • Script logs are now shown in the console panel with their script path, function name, and line number. Double-clicking a log entry opens and focuses the corresponding code in the editor.
  • AssetIcon now always shows the icon, even if the asset is not loaded.
  • Scenes referenced in the inspector of a Script or CometObject are now automatically included in the build.
  • New metadata attributes:
    • TreeNode: Makes a group with all the fields that has the same tree node name and shows them as a tree.
    • Tab: Makes a group with all consecutive fields that has a Tab attribute and shows them with tabs.
  • The behaviour text now has a font by default.
  • Added a new (+) button in the Animation Event Inspector that allows adding a new event at the currently selected frame.
  • Added support for 9-sliced sprites using configurable borders to maintain correct aspect ratios. Borders have to be set using the SpriteEditor panel.
  • Added render modes for the SpriteRenderer and Image:
    • Simple: Renders the sprite normally (same as in previous versions).
    • Sliced: Uses the sprite’s borders for 9-sliced rendering, preventing distortion and preserving aspect ratio.
    • Tiled: Repeats the sprite using 9-sliced rendering, preserving the corners while tiling the edges and center.
  • Added an option to add a UI background panel when right-clicking the hierarchy.
  • New UI Behaviours added:
    • Raw Image: New behaviour that allows rendering a RenderTexture inside a Canvas.
    • RectMask: It allows to create a rect zone for the UI where only there it will be rendered.
    • Mask: Creates a mask based on the image attached to the same entity, allowing rendering only within that area.
    • HorizontalLayout: Organizes all children horizontally.
    • VerticalLayout: Organizes all children vertically.
    • GridLayout: Organizes all children into a grid.
    • LayoutElementConstraints: Defines the preferred, minimum, and flexible sizes of an element.
    • ContentSizeController: Adjusts the transform’s size to fit all its children.
    • ScrollRect: Allows a rect’s content to be scrolled inside another rect.
    • Scrollbar: Interactable bar that allows scrolling a ScrollRect.
    • Toggle: Interactable that maintains an on/off state.
    • ToggleGroup: Groups multiple toggles so they behave as a unified set.
    • Slider: Interactable that holds a bar with a value between the minimum and maximum.
    • InputField: Interactable that captures keyboard input to update a Text with what the user types.
    • UIParticleSystem: Allows rendering the entity’s particle system directly inside the canvas.
    • DropDown: Interactable that open a popup options menu when clicked.
  • The UI Interactable color transition now includes a “Use Scaled Time” property to determine whether the fade duration uses scaled time.
  • The UI Interactable color/sprite transition now takes by default the self image as a target.
  • Added “Ignore Mouse” property to CanvasGroup, allowing it and all its children to ignore mouse interactions.
  • Added "Mouse Filter" property to UI Graphics, allowing control over how mouse events interact with them:
    • PROPAGATE: Mouse events propagate upward until handled.
    • STOP: Mouse events are handled only by this entity.
    • IGNORE: Mouse completely ignores this graphic.
    • BLOCK: Mouse events stop when reaching this graphic.
  • Text now has a property to auto set the font size to the biggest possible.
  • Added sortingLayout and sortingLayoutOrder to the Canvas Screen Mode Camera.
  • Added sortingOrder to the Canvas Screen Mode Overlay.
  • Nested canvases can override sorting and be rendered independently from their parent canvas.
  • ShowNavigation option for selectables now saves the state when closing the app and recovers it when opening.
  • Added Get/SetPosition method at Window namesapce.
  • Added an options button to the instantiable entity header in the scene view, allowing changes to be saved or discarded.
  • New window configuration properties:
    • Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
      • ABSOLUTE: The window position is set using the InitialPosition value.
      • CENTERED_PRIMARY_SCREEN: The window is centered on the primary display.
      • PRIMARY_SCREEN: The window position is set relative to the top-left corner of the primary display using the InitialPosition value.
      • CENTERED_OTHER_SCREEN: The window is centered on a non-primary display specified by InitialScreenIndex.
      • OTHER_SCREEN: The window position is set relative to the top-left corner of a non-primary display specified by InitialScreenIndex using the InitialPosition value.
      • CENTERED_SCREEN_WITH_MOUSE: The window is centered on the display where the mouse cursor is currently located.
      • SCREEN_WITH_MOUSE: The window position is set relative to the top-left corner of the display where the mouse cursor is currently located using the InitialPosition value.
    • Initial Position: Value specifying the X and Y coordinates for window placement, used in conjunction with certain InitialPositionMode settings.
    • Initial Screen Index: An integer specifying which display to use for positioning when certain InitialPositionMode settings are selected.
    • Always On Top: Flag that indicates whether the window should always stay on top of other windows.
    • Viewport Aspect Ratio: An enumeration that defines the aspect ratio of the game viewport.
      • Free Aspect: The viewport will resize freely.
      • 16:9, 4:3, 21:9, 16:10, 3:2, 5:4: The viewport will maintain the selected aspect ratio.
      • Custom: The viewport will maintain the custom aspect ratio defined in Custom Aspect Ratio.
    • Custom Aspect Ratio: Value specifying the custom width and height ratio when Viewport Aspect Ratio is set to Custom.
    • Keep Aspect Ratio On FullScreen: Flag that indicates if the aspect ratio should be maintained when in FullScreen mode.
    • Keep Aspect Ratio On FullScreen Desktop: Flag that indicates if the aspect ratio should be maintained when in FullScreenDesktop mode.
    • New SplashScreen settings: enable or disable the splash screen, change its size, and assign a new texture.
  • Closing the Editor while the SpriteEditor has unsaved changes now triggers a popup asking the user whether to save or discard them.
  • Added suport to Undo/Redo when editing an sprite in the sprite editor.
  • If the editor engine crashes, it will generate a .txt with the report of the crash.
  • The panel that displays information about the selected sprite in the SpriteEditor can now be minimized and maximized.
  • Added an option for the scene camera to simulate the culling view of another game camera.
  • AudioClip now has platform-independent properties, such as Streaming Enabled.
  • Creating a new project with the project manager now adds a basic gitignore with all files that Comet generates that should not be uploaded.

Changed

  • Editor font now is OpenSans. It is bigger and clearer.
  • Project manager moved stuff:
    • Button "New" and "Import" have been moved to the top menu bar.
    • Button "Delete Missing" has been moved to the bottom utility bar.
    • Version has been moved to the top right menu bar.
  • The popup "InstanciableEntity has been modified" its title has been renamed to "InstanciableEntity modified".
  • Right-clicking an animation event on the timeline now shows individual options for each event instead of only removing all events at the current frame.
  • The Sprite Editor tool gizmo now uses an improved handler.
  • The default button texture has been updated to one with rounded borders.
  • Behaviour image now has by default a white quad as a sprite.
  • Creating a UI Behaviour via right-click on the hierarchy will now look for an existing canvas, or create one if none is found, a...
Read more

CometEngine_1.0.1

31 Jan 14:35
43a97ce

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[1.0.1] - 2025-01-31

Added

  • Now if Comet Engine editor crashes a new window will be opened letting the user the possibility to report what happened in order to track bugs/crashes and imporve the editor.
  • Added two new buttons at the project selector:
    • Report a bug: It opens the github issues web.
    • Release notes: It opens the web of the last release with its changelog.
  • When opening the engine the scene camera position is restored to where it was the last time the engine was closed.
  • The right click mouse button now can be used to pan when using the animator node editor.

Changed

  • The default shortcut for the "Select the instanciable entity root" changed to "Cntrl" + "Shift" + "T".
  • The menu item "Help/Report a bug" now opens a web that has an empty template of an issue instead of the web that contained all the current issues.

Fixed

  • Fixed some issues on the project selector:
    • The separator line was on the middle of every project section.
    • Having more than one project was causing them to overlap to each other.
  • Centered correctly the filter input text of the Panel Project and Hierarchy. Also centered the 3 icons at the left of every entity.
  • The default layout did not have the windows docked.
  • Playing with the option "Maximize on Play" was not docking the game window.
  • Changing the layout was causing a freeze of the editor for some seconds.
  • The SpriteAtlas empty fields for the packed sprites were generating a popup error when hovering them.
  • Two minor bugs while renaming an entity via the hierarchy panel:
    • The reneming input box was not appearing centered on the selectable entity name.
    • The tree automatically was closed if the renamed entity had children and its tree was opened.
  • Trying to edit an AnimatorOverride with the panel animator was causing an error that was not letting moving nor panning the background.