Releases / v0.73.0

v0.73.0 Straight Answer

2026-08-21 Engine Latest

The editor stops under-reporting and under-doing. Your navmesh and your baked lighting are still there when you reopen the project, the frame counter reports a number you can act on, mouse look is smooth at high frame rates, and setting a collision layer applies to everything you selected rather than to one node.

Your bakes are still baked when you come back

Bake a navmesh, save, close the editor, open the project again — and the navmesh was gone. Baking a level felt like something you had to redo every session, because it was.

The bake was on disk the whole time, beside the scene, exactly as intended. Opening a scene loaded it; opening a project — which is what happens when the editor starts, and when you switch projects — did not ask for it. The same was true of baked lighting, so a level opened at startup came up with no bounce light either.

Both load with the project now. Nothing to do on upgrade: open your project and the bakes you already made come back. If you have been rebaking every session, you can stop.

The frame counter tells you the truth

A scene that plays like a slideshow could report hundreds of frames a second, and the number was not a rounding error — on a real capture, a genuine 21 frames a second read as 481.

The counter averaged the wrong thing. It smoothed frames-per-second, and the average of a rate is not the rate of an average: it gets dragged toward the fast frames, so the choppier the scene, the more flattering the number. It now measures how long frames take and converts at the end.

The title bar also carries a 1% low beside the average — how long your worst frames take. That is the number that matches what a stutter feels like, and it is the one an average cannot show: a 40 ms hitch once a second adds well under a millisecond to a 60-frame mean.

Finding out why a fast scene feels slow

The button opens ⏱ Frame cost, which now opens with a frames arriving line: the average, the 1% low, and what your display is actually doing.

The engine smooths out the small timing noise between frames, because that noise is what turns steady movement into shimmer. Doing that requires knowing your monitor's refresh rate — and on some setups it never got one, so the smoothing was switched off for the whole session with nothing to say so. That is fixed, and when the smoothing genuinely cannot apply, the panel now says so and shows both numbers: what the display reports, and how fast frames are really arriving. Usually it means the window is on a different monitor than the one being reported, or nothing is pacing to the display at all.

The panel also flags it when your worst frames take more than twice the average, which is a stutter whatever the frame rate says.

Mouse look is smooth above 240 fps

The camera got jittery at exactly the frame rates where it should have been smoothest. A mouse axis reports movement per second so that a script multiplying by frame time cancels it back out and a given hand movement turns you the same amount at any frame rate — but that cancellation stopped being exact past 240 frames a second, and uneven frame times went straight into your camera.

A fixed mouse movement now turns you the same amount at 60 fps and at 600, and a single long frame still cannot fling the view. Nothing to change in your scripts.

Setting a collision layer applies to everything you selected

Select twenty crates, pick a collision layer, and one crate moved — even though the Inspector says an edit there applies to all of them.

It applies to all of them now, as one undo step. When the selected nodes do not agree on a layer the dropdown reads — mixed (5) — instead of claiming they all have the primary's; picking a layer from there puts the whole selection on it, including the layer the primary already had.

Changing a layer asks about the children

A collider usually hangs under the node you just changed, so moving only the parent leaves the pieces that actually collide on the old layer — a node that reads as changed and behaves exactly as it did.

Changing the collision layer on a node with children now asks whether the children come too, with the counts in the buttons, and changes nothing until you answer. Nodes with no children are not interrupted.

Upgrading

Nothing to do. Open your project once and your existing navmesh and lighting bakes load with it.

Floptle Hub

Linux x86_64 7.5 MB Download → sha256 5099f4c95ac28f491d924df778803ba13c3222803b60d82f87f88b8fbd99b24d
macOS Apple Silicon 5.7 MB Download → sha256 4a14693a292c7b3409e285878ed563f219b2ed73f557e881394488002d984d6a
macOS Intel 6.2 MB Download → sha256 9f6e55bee6dde04e9aea17797b20efe81fc489619215c914358b4a866dd3ab0d
Windows x86_64 7.1 MB Download → sha256 da614d67f5ad90ce558164b2df23fe61dc77f59b09a3a331a2bbdb8d107ea0bf

Engine

Linux x86_64 20.7 MB Download → sha256 c02bdccd118038dd92c0920a09b8df85ba0e3e0f43e946fd9348bc296fcef7bb
macOS Apple Silicon 16.7 MB Download → sha256 8bf18c1f12f1a09cfecd2ff5e8e2023f8239ab520135d679602a75c14db79546
macOS Intel 18.0 MB Download → sha256 0e8520ef74545f7e1453e4dbb2c2166149b87ab276768062a36380349fee8324
Windows x86_64 20.4 MB Download → sha256 a708eb6961b66bb3e2ca778b110dd939a589aba2e85ea40055526d4523820957

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.