
(BETA) Engine Update Release Notes: August 12th, 2026
(BETA) ENGINE UPDATE RELEASE NOTES: August 12th, 2026
A smarter, more flexible scene system.
The engine's core architecture got a major overhaul. Objects in a scene are now built on a single, unified system that's more powerful and easier to work with. Everything (meshes, characters, cameras, you name it) can now live and interact in the scene more simply.
Prefabs leveled up.
Prefabs are now a true first-class building block: create, save, edit in place, and override individual instances on the fly, without losing the connection back to the original. Huge workflow win for anyone building reusable content.
New and improved starter templates.
3rd Person Action and Side-scrolling Action join the lineup, giving creators fresh, feature-rich starting points for two of the most popular game genres. FPS and Vehicle templates also got meaningfully more robust.
Two new playable game examples.
Grindwave and Visual Novel, ready-made examples creators can explore, learn from, and build on.
AI Assistant is now available to everyone.
No longer limited to internal builds, plus faster performance and a simpler sign-in flow. Pairs with a redesigned AI Settings experience, including support for a variety of the latest agents and one-click setup across tools.
A more powerful, precise editor. Multi-select and edit multiple objects at once, better copy/paste and drag-and-drop, and a new one-click action to merge multiple objects into a single optimized asset.
Engine
- Actor/SceneComponent replaced by SceneNode tree. Version 14 replaces the old Actor/Component system with a unified SceneNode structure — any node can now be a placeable root, and Actor becomes a deprecated compatibility layer. Framework types like Pawn, Controller, and PlayerController no longer extend Actor, and lifecycle methods have new names. See the engine-upgrades migration notes (included in every new project) for the full mapping. (Breaking Change)
- Second wave of 13→14 shims removed (14.0.2). A batch of temporary compatibility functions from the last release were removed with no replacement. Check the 14.x migration notes if you're still relying on older node-query or actor-replacement helpers. (Breaking Change)
- Unused Actor APIs removed. A handful of little-used Actor methods and helper functions were removed with no replacement. (Breaking Change)
- PrimitiveNode placeable as scene root. Simple mesh/geometry objects no longer need an Actor wrapper — they can be placed directly in the scene. New lookup helpers also make it easier to find nodes by name, ID, or tag anywhere in the scene, not just at the top level. A new cleanup tool tidies up leftover wrapper objects from upgraded scenes.
- Compound colliders via parent aggregation. Child objects can now contribute their collision shapes to a parent's physics body, so a group of parts can act as one solid object.
- Character controller ground/ceiling reporting. The character controller now distinguishes between hitting the ground and hitting a ceiling, and characters can be revived after death for respawn flows.
- Saved scenes preserve wrapper hierarchy. Saving a scene no longer flattens grouped objects — their structure and transforms are kept intact, and older files still open fine.
- Top-level physics fix. Physics now works correctly for objects placed directly in a scene without an Actor wrapper. Also fixed vehicle handling issues where the game was fighting the player's throttle input.
- Dynamic-UV material rendering fix. Fixed materials with animated/scrolling textures turning into a flat color after leaving Play Mode.
- IBL texture, outline pass, and World uuid fixes. Fixed lighting/reflections breaking due to a texture bug, selection highlighting corrupting meshes, and a scene ID changing unexpectedly on save/load.
- Navigation mesh and legacy scene loading fixes. Fixed pathfinding data calculating incorrectly in nested scenes, and older pre-v14 scenes occasionally loading with duplicated or misplaced objects.
- Helper objects excluded from saved files. Internal editor-only helper objects (debug visuals, audio helpers, etc.) no longer get accidentally saved into your scene or prefab files.
- BehaviorTreeNode crash and NetRuntime default fixes. Fixed a rare crash in AI behavior trees, and non-networked browser games now correctly default to offline mode until a multiplayer connection is made.
- Actor-only names deprecated. Older Actor-based function and class names still work for now but are deprecated — switch to their SceneNode equivalents when you can.
Multiplayer
- Replication reworked into ReplicationGroup channels. The system for syncing objects between players has been overhauled, with several related functions renamed. Check the migration notes if you have custom multiplayer code. (Breaking Change)
- Client-targeted spawns. Servers can now spawn networked objects that are only visible to specific players — useful for owner-only pickups.
- More reliable spawn/despawn retransmission. Multiplayer spawn/despawn events are now delivered more reliably even on unstable connections.
Engine / Property Editor
- actorReference property type removed. The old way of referencing an Actor from a custom property no longer works — switch to referencing a node instead. (Breaking Change)
Prefab
- First-class asset type. Prefabs now work like any other asset: create them, save changes, edit them in place, and override individual instances without breaking the link to the original.
Prefab Editor
- Standalone Prefab Editor mode removed. There's no separate prefab editing mode anymore — you create and edit prefabs right in the main scene view. (Breaking Change)
- Prefab editing fixes. Fixed several bugs around editing prefabs — accidental deletions, settings not being respected, older prefab files failing to open, and a broken editing session corrupting your scene.
Outliner / Inspector
- Rebuilt around the unified scene-node tree. You can now multi-select and edit multiple objects at once, search, copy/paste, drag-and-drop reorder, and duplicate/undo more reliably.
Viewport
- New Add Node picker and multi-select gizmo. A new picker for adding objects to the scene, a working move/rotate/scale tool for multiple selected objects, and a toggle for editor-only lighting.
Asset Browser / Inspector
- Merge Meshes to Model action. A new action bakes a group of objects into a single reusable asset while keeping the originals in place, with an option to merge them into one mesh.
Editor
- Template and asset-pack freeze fixes. Fixed a long freeze when clicking thumbnails in New Project, a stuck project install, and Play Mode slowing down when the window loses focus.
- Duplicate, selection, and Outliner fixes. Fixed duplicated objects attaching to the wrong parent, stray objects showing up in the Outliner, the wrong thing getting deleted, and clicking multi-part objects not selecting the whole thing.
- Onboarding and startup polish. A batch of small startup and window-appearance fixes.
Templates
- FPS template refreshed. More robust, with additional features to help creators get set up faster.
- 3rd Person Action template added. New starter template with a fuller feature set for action games.
- Side-scrolling Action template added. New starter template with a fuller feature set for side-scrolling action games.
- Vehicle template refreshed. More robust, with additional features to help creators get set up faster.
Game Examples
- Grindwave example added. New playable game example.
- Visual Novel example added. New playable game example.
Genesys MCP Server
- Legacy actor-era tools removed. The old AI-assistant tools for querying and acting on Actors have been replaced with node-based equivalents. (Breaking Change)
- Faster parallel batch operations. AI-assisted bulk edits run noticeably faster now.
AI Assistant
- Available to everyone. No longer limited to internal builds — plus faster startup and a simpler sign-in option for Cursor.
- Cursor recommended, faster provider list. Cursor is now the recommended AI provider, and the provider list loads instantly instead of waiting on the network.
- MCP tool and chat reliability fixes. Fixed several bugs that could cause the AI Assistant's chat or tools to get stuck, misplace files, or silently fail without showing an error.
AI Settings
- Redesigned provider setup. Clearer sign-in status, new supported models (including Claude Opus 5), and a one-click flow to connect the Genesys MCP server across all your AI tools at once.
- Provider catalogue and OAuth fixes. Fixed a hanging setup dialog, a sign-in screen that wouldn't update after a successful login, and an update-check dialog getting stuck in a loop.
Getting Started Wizard
- New first-launch flow. Walks new users through setup, AI connection, and onboarding — and can be re-run anytime.
Environment Setup
- One-click Node.js and pnpm setup. Installs or upgrades the tools you need with one click, and can repair a broken setup.
Build Tooling
- TypeScript 6.0 upgrade. Projects now build with a newer version of TypeScript, and project configs are updated automatically.
CLI
- SQLite dependency upgrade removes toolchain requirement. Installing the SDK no longer requires extra developer tools on most systems, and it can fix itself automatically if something goes wrong.
- Windows build and import-path fixes. Fixed a build crash on Windows, a template rendering bug, and incorrect file paths in generated code.
Project Loading
- Real progress bar for older-SDK projects. Opening an older project now shows real progress instead of a spinner, loads faster, and won't get stuck.
Title Bar
- Undo/Redo buttons added. Quick-access buttons next to Save.
Desktop App
- Native splash screen and layout memory. A proper splash screen on launch, windows remembering their layout, and faster updates.
- About dialog from title click. Clicking the window title now opens an About dialog with easier version-copying.
- Consistent update/version banners. Update and version notices now look consistent.
- Publisher name and SDK-mismatch redirect fixes. Fixed a display bug on game cards and a blank screen bug when a project's SDK version doesn't match.

