Releases: OriolCS2/CometEngine
Releases · OriolCS2/CometEngine
CometEngine_2.0-rc.9
[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.cometProjectfile 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
.fntfiles can now be imported and used asBitmapFontto render usingBehaviourText. - 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
CometEventand 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
BehaviourTextnow uses the kerning of the font. - Now the inspector of a
Fontshows its texture and all the available glyphs. - Some
AudioEffectparameters: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.
AssetIconnow always shows the icon, even if the asset is not loaded.- Scenes referenced in the inspector of a
ScriptorCometObjectare 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 aTabattribute and shows them with tabs.
- The
BehaviourTextnow 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
SpriteRendererandImage:- 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
RenderTextureinside 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.
- Raw Image: New behaviour that allows rendering a
- 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
sortingLayoutandsortingLayoutOrderto the Canvas Screen Mode Camera. - Added
sortingOrderto the Canvas Screen Mode Overlay. - Nested canvases can override sorting and be rendered independently from their parent canvas.
ShowNavigationoption for selectables now saves the state when closing the app and recovers it when opening.- Added
GetPosition/SetPositionmethods at theWindownamespace. - 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.
- Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
- 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
InputAngelScript 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.
-...
CometEngine_2.0-rc.8
[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.cometProjectfile 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
.fntfiles can now be imported and used asBitmapFontto render usingBehaviourText. - 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
CometEventand 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
BehaviourTextnow uses the kerning of the font. - Now the inspector of a
Fontshows its texture and all the available glyphs. - Some
AudioEffectparameters: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.
AssetIconnow always shows the icon, even if the asset is not loaded.- Scenes referenced in the inspector of a
ScriptorCometObjectare 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 aTabattribute and shows them with tabs.
- The
BehaviourTextnow 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
SpriteRendererandImage:- 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
RenderTextureinside 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.
- Raw Image: New behaviour that allows rendering a
- 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
sortingLayoutandsortingLayoutOrderto the Canvas Screen Mode Camera. - Added
sortingOrderto the Canvas Screen Mode Overlay. - Nested canvases can override sorting and be rendered independently from their parent canvas.
ShowNavigationoption for selectables now saves the state when closing the app and recovers it when opening.- Added
GetPosition/SetPositionmethods at theWindownamespace. - 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.
- Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
- 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
InputAngelScript 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...
CometEngine_2.0-rc.7
[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.cometProjectfile 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
.fntfiles can now be imported and used asBitmapFontto render usingBehaviourText. - 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
CometEventand 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
BehaviourTextnow uses the kerning of the font. - Now the inspector of a
Fontshows its texture and all the available glyphs. - Some
AudioEffectparameters: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.
AssetIconnow always shows the icon, even if the asset is not loaded.- Scenes referenced in the inspector of a
ScriptorCometObjectare 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 aTabattribute and shows them with tabs.
- The
BehaviourTextnow 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
SpriteRendererandImage:- 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
RenderTextureinside 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.
- Raw Image: New behaviour that allows rendering a
- 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
sortingLayoutandsortingLayoutOrderto the Canvas Screen Mode Camera. - Added
sortingOrderto the Canvas Screen Mode Overlay. - Nested canvases can override sorting and be rendered independently from their parent canvas.
ShowNavigationoption for selectables now saves the state when closing the app and recovers it when opening.- Added
GetPosition/SetPositionmethods at theWindownamespace. - 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.
- Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
- 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
InputAngelScript 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.
-...
CometEngine_2.0-rc.6
[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.cometProjectfile 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
.fntfiles can now be imported and used asBitmapFontto render usingBehaviourText. - 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
CometEventand 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
BehaviourTextnow uses the kerning of the font. - Now the inspector of a
Fontshows its texture and all the available glyphs. - Some
AudioEffectparameters: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.
AssetIconnow always shows the icon, even if the asset is not loaded.- Scenes referenced in the inspector of a
ScriptorCometObjectare 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 aTabattribute and shows them with tabs.
- The
BehaviourTextnow 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
SpriteRendererandImage:- 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
RenderTextureinside 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.
- Raw Image: New behaviour that allows rendering a
- 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
sortingLayoutandsortingLayoutOrderto the Canvas Screen Mode Camera. - Added
sortingOrderto the Canvas Screen Mode Overlay. - Nested canvases can override sorting and be rendered independently from their parent canvas.
ShowNavigationoption for selectables now saves the state when closing the app and recovers it when opening.- Added
GetPosition/SetPositionmethods at theWindownamespace. - 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.
- Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
- 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
InputAngelScript 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...
CometEngine_2.0-rc.4
[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.cometProjectfile 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
.fntfiles can now be imported and used asBitmapFontto render usingBehaviourText. - 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
CometEventand 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
BehaviourTextnow uses the kerning of the font. - Now the inspector of a
Fontshows its texture and all the available glyphs. - Some
AudioEffectparameters: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.
AssetIconnow always shows the icon, even if the asset is not loaded.- Scenes referenced in the inspector of a
ScriptorCometObjectare 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 aTabattribute and shows them with tabs.
- The
BehaviourTextnow 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
SpriteRendererandImage:- 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
RenderTextureinside 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.
- Raw Image: New behaviour that allows rendering a
- 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
sortingLayoutandsortingLayoutOrderto the Canvas Screen Mode Camera. - Added
sortingOrderto the Canvas Screen Mode Overlay. - Nested canvases can override sorting and be rendered independently from their parent canvas.
ShowNavigationoption for selectables now saves the state when closing the app and recovers it when opening.- Added
GetPosition/SetPositionmethods at theWindownamespace. - 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.
- Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
- 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
InputAngelScript 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...
CometEngine_2.0-rc.3
[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.
- Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
- 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...
CometEngine_2.0-rc.10
[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.cometProjectfile 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
.fntfiles can now be imported and used asBitmapFontto render usingBehaviourText. - 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
CometEventand 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
BehaviourTextnow uses the kerning of the font. - Now the inspector of a
Fontshows its texture and all the available glyphs. - Some
AudioEffectparameters: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.
AssetIconnow always shows the icon, even if the asset is not loaded.- Scenes referenced in the inspector of a
ScriptorCometObjectare 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 aTabattribute and shows them with tabs.
- The
BehaviourTextnow 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
SpriteRendererandImage:- 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
RenderTextureinside 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.
- Raw Image: New behaviour that allows rendering a
- 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
sortingLayoutandsortingLayoutOrderto the Canvas Screen Mode Camera. - Added
sortingOrderto the Canvas Screen Mode Overlay. - Nested canvases can override sorting and be rendered independently from their parent canvas.
ShowNavigationoption for selectables now saves the state when closing the app and recovers it when opening.- Added
GetPosition/SetPositionmethods at theWindownamespace. - 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.
- Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
- 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
InputAngelScript 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.
...
CometEngine_2.0-RC2
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.
- Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
- 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...
CometEngine_2.0-RC1
[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.
- Initial Position Mode: An enumeration that defines how the initial position of the window is determined. The possible values are:
- 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...
CometEngine_1.0.1
[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.