We’re pleased to announce the release of SpatialOS version 11.1.0. This is available now for immediate use with Unity and Unreal.
For a full list of fixes and features, check out the release notes in our documentation. Feel free to give any feedback you have via the forums. We hope you enjoy working in this latest version of SpatialOS.
In the meantime, let’s take a quick look at the key areas of this update.
The last update (11.0.0) focused on improvements to worker interaction and our Unity integration. This time we put our Unreal SDK under the spotlight.
We’ve simplified our integration with the base Unreal Engine, which allows us to easily add support for new versions of the engine. We’ve also greatly simplified the workflow, so iteration times should be much faster.
Crucially, you can now build and run queries from blueprints. We have also introduced, in both the Unreal and Unity SDKs, new methods to let you get a worker's ID and attributes at runtime.
A few features of note include short-circuiting for Unity commands, and that our language SDKs now have callbacks for when a worker flag changes. Additionally, default instances for schema types now allow you to construct an object of a generated type without passing all the fields as constructor arguments.
This last change is particularly important, as it makes generated code easier to use. This allows you to write code that is backwards compatible with respect to adding a field to the underlying schema type.
We’ve also restructured our documentation a little bit - the high-level categories should now be easier to navigate.
Also, there is a new “Improbable.Worker.Dynamic” class (currently available in the C# and Java SDKs) that allows you to iterate over all components programmatically, in a type-safe way. This makes the SDK more powerful and, for example, allows you to implement a custom View in user code.
That’s not all we’ve added, so check out the release notes - or follow the button below to head to your console and get to grips with the latest version.