Until now, placing an object meant typing numbers into the inspector. You knew where the sprite had to go, but you had to describe that position in coordinates instead of pointing at it. That is a strange way to build a scene, and it is the first thing this release fixes.
Gizmos
Selecting an object now draws handles on it. Drag an axis to move along it, drag the corner to move freely, grab the ring to rotate. The inspector keeps working exactly as before and the fields update as you drag, so nothing you already know stops being true — there is simply a second way to say the same thing, and it is the faster one.
The handles keep a constant size on screen regardless of zoom, so they stay usable when you are far out looking at a whole level, and they do not swallow the object when you are close in on a single sprite.
Frustum culling
The other half of the release is invisible by design. The renderer now checks every sprite against the camera before drawing it, and everything outside the view is dropped before it costs anything. A level much larger than the screen used to pay for all of itself on every frame; now it pays for the part you can actually see.
The saving grows with the gap between level size and screen size, so a side-scroller with a long map benefits most and a single-screen game barely notices. It is on by default and there is nothing to configure.
Also in this release
- Deeper C# to Beef conversion, covering more of the language
- A web facade for the Yandex Games and CrazyGames APIs