Releases / v0.116.0-rc1
v0.116.0-rc1 Lands On Its Feet
2026-10-12 Engine
A box dropped onto a tile floor now lands on it. Tile layers grow as you paint and resize without moving your level, a spritesheet comes in with its collision already worked out, and sprites dropped into a level match its tiles.
A 2D box stands on the floor
- A 2D body collides in its own plane. A box with 2D ticked used to rest half sunk into a tile floor, and on a floor of small tiles, or after a fast fall, it went straight through. It now stands on the floor.
- Add RigidBody on a Sprite gives a 2D box the sprite's size. No more picking Box, ticking 2D and typing in a size before the first Play.
- A RigidBody on a tilemap makes its tiles solid. It used to turn the whole map into one small box at its middle, so the level looked solid and wasn't.
- Making a tile solid makes its layer collide. Marking a tile solid in the ◫ Tiles tab ticks Collidable on every layer that uses that tileset.
Collision from your art
A spritesheet dropped on ◫ Tiles ▸ TILESET comes in with each tile's collision worked out from its pixels:
- a tile that is almost all art is a solid square;
- a tile whose art sits on its bottom edge with an uneven top becomes a slope that follows that top;
- a tile with a little art somewhere else gets a box around it;
- a nearly empty tile is walk-through.
Change any tile under TILE, or select some and press fit to the art to work them out again.
Room to paint
- A layer grows as you paint past its edge. The brush, rectangle, frame and line make room for themselves, and nothing already placed moves. Untick GRID ▸ Grow as I paint for a level that is a set size.
- Resizing keeps every tile where it is. Growing a layer used to slide the whole level by half the growth. New columns go on the right and new rows on the bottom, or on the left and top by the numbers in anchor.
- Fit to tiles shrinks a layer to the squares that hold a tile, without moving any.
Sprites that fit the level
- A dropped image lands under the pointer in a 2D view. With the Scene view facing the front, a sprite dragged in from Assets used to appear in front of the camera rather than where you let go. It now lands on z = 0 under the pointer.
- A dropped sprite matches your tiles. It takes the tiles' pixels per unit, so a 16-pixel character stands at the scale of 16-pixel tiles. With no tiles in the scene it matches the other sprites, or comes in one unit across.
- Dropped sprites are unlit, so the scene's sun does not darken them.
Upgrading
- A 2D box that used to rest half sunk into a floor now stands on top of it, half its height higher.
- A tilemap with a RigidBody now collides as its tiles rather than as one box.
- Existing tilesets keep the collision you gave them. Only new ones, or tiles you press fit to the art on, are worked out from the art.
Floptle Hub
Engine
The binaries are not signed yet. On macOS, right-click the app and pick Open the first time. On Windows, if SmartScreen appears, pick More info then Run anyway.