Changelog
2.2.0 (October 24, 2025)
New Features
- Add physics collider rotational offsets
Features and Enhancements
- Fix directional light shadow angle when following camera
2.1.0 (October 16, 2025)
New Features
- Add effect manager API to update sky and fog (
world.effects)
Fixes and Enhancements
- Updated type definition for schema/data in component remove callback
- Add animation events to event-ids
- Fix duplicate observer callbacks on
add()for prefab instances - Fixed issue with mouse inputs causing pointer lock
- Fixed issue where
ScaleAnimationwas incorrectly offsetting colliders
2.0.1 (September 25, 2025)
Fixes and Enhancements
- Fixed an issue with physics where dynamic objects wouldn’t come fully to rest
- Fixed a crash that could occur after repeatedly changing physics collider scale
- Corrected particle emission directions
- Made particle effects framerate independent
- Increased reliability of the desktop app simulator
- Fixed a UI issue causing incorrect offset placement on elements
2.0.0 (September 10, 2025)
The all-new Studio Runtime 2.0 comes with a rebuilt physics engine. Some physics behaviors are different as a result. View the 2.0 upgrade guide for instructions and tips to ensure a smooth migration.
Breaking Changes
- Removed properties from
ecs.Collider:rollingFrictionspinningFriction
- Changed matrix update mode:
manualby default, which is more optimized. If modifying three.js objects directly, callingworld.three.notifyChanged()is required on each changed object, or go back to the original behavior withworld.three.setMatrixUpdateMode('auto') - In 2.0, some of the new Physics engine’s underlying calculations differ for properties like friction, restitution, and damping. See the upgrade guide for more details.
New Features
- We added a new
typeproperty (required) toecs.Colliderto allow for determining if and how physics simulation should apply to the object. Previously, a mass value above 0 determined if a collider was Dynamic or not (0 mass = Static), and Kinematic colliders were not supported.- Allowed values:
ColliderType.Static,ColliderType.Kinematic,ColliderType.Dynamic - Kinematic colliders are not affected by physics forces, but can have motion and can affect other dynamic bodies through collisions
- See Collider API documentation for details and use cases
- Allowed values:
Fixes and Enhancements
- Enabled stricter typescript checking on by default at build time to improve error reporting
1.1.0 (August 29, 2025)
- Exported additional constants for XR events
- Fixed face mesh not being rendered as configured with Face AR camera
- Fixed behavior for disabled colliders
- Fixed corrupted shape being applied to auto colliders
1.0.1 (August 25, 2025)
- Ensured physics boolean types are exposed as
true/false, not1/0 - Exported
GpsPointer
1.0.0 (August 6, 2025)
- Initial versioned release