Changelog

User-visible updates for Splattic Public Beta. The editor ships from the Splattic web app; this page summarizes landing-relevant release notes. In-editor details live in Help (F1).

Public Beta 1.4.0

Publish 2026 · current line

  • Physics (DYN_ / COL_) — Real-time rigid bodies by naming: DYN_ objects fall, bounce, and can be thrown or pushed; COL_ objects are invisible static colliders. Test in Scene Settings → Physics (Simulate / Throw / Reset, gravity, bounce, friction, throw speed, ground plane). Runs in Preview 3D, the AR zip, and HTML zip.
  • Physics Prefix menu — In Object Edit, rename the selection with Add DYN_, Add COL_, or Remove prefix (undoable).
  • Per-object physics (Model Info) — For each DYN_ object: Body shape (Auto / Box / Sphere / Cylinder — pick Sphere so balls roll smoothly), Mass, Bounce, Friction, Air drag, and Spin drag. Blank fields use the Scene settings.
  • Animated characters as colliders — Skinned collider builds per-bone boxes that follow the animation; a COL_ object can Follow bone (bat, shield, hand). DYN_ objects bounce off and are pushed by the moving character.
  • AR gesture physics — Gesture rows can Drop, Throw a copy, push in the Swipe direction, Push the tapped object, or Reset. Throw a copy hides the original from the start, follows the swipe direction, optional Speed from swipe (flick speed scales the throw 0.3×–3×), and Lifetime removes thrown copies after N seconds.
  • Physics hit trigger & Activate physics — Play an animation clip, audio, or movie when a DYN_ object hits a collider (min speed, cooldown, hit window), e.g. throw a ball and the character reacts.
  • Particles — Add Particles presets (Snow, Rain, Falling leaves, Sparkles, Dust, Confetti, Fire, Smoke, Magic trail, Burst), up to four custom card textures, collision with meshes, attach an emitter to a node (Local / World space), Duplicate / Copy / Paste, and gesture burst / play / stop. AR particle scale and splat occlusion fixed.
  • Audio · MP3 — Scene zip, AR zip, and HTML zip always save audio as MP3 (encoded locally in the browser) for smaller packages and consistent playback; AR background audio keeps looping.
  • Help · Engineer tab — What is inside a Scene zip (scene.json keys, transforms, splats, particles, physics) and how to rebuild it in three.js, Unity, Unreal, or Godot.
  • Loading status — A spinner with short status text appears immediately on open, save, and long processing.
  • About on launch — About opens at startup unless Don’t show it at startup is checked.
  • Default Start clip — Holds its opening pose until the Default action runs.
  • Fixes — Duplicated objects keep an editable material (Color changes apply again, including in scenes saved with the issue). Mobile AR zips hide throw-only DYN_ originals at start like Preview 3D.

Public Beta 1.3.0

Publish 2026

  • File → Save — Quick-save Scene zip with an Overwrite checkbox when the project was opened from (or last saved to) a zip on disk. Save As… still opens the full save dialog.
  • Save & export · native picker — Supported browsers open the native Save as dialog on the same click that starts a save or export (after the file-name confirm). Hosts that reject writes to picked files fall back to a single download.
  • Viewport grid — World grid line colors follow the light / dark UI theme (RGB axis colors unchanged).
  • Spark splats · ortho views — The Spark overlay follows orthographic editor cameras so axis views no longer magnify splats like a perspective zoom.
  • World Placement · world origin — After Tomoe placement, the editor world origin (grid 0,0,0) sits on the fiducial without automatic bbox grounding — matched in Preview 3D, live SLAM, and desktop preview of exported AR folders.
  • LINK BUTTON · preview zoom — Device preview zoom (− / 100% / +) for precise HUD placement (session-only; not stored in scene.json).
  • Image background tone — Plate Brightness (up to 5×) and Exposure (up to 5 EV) for look only; mesh IBL lighting caps are unchanged.
  • Tomoe art — Refreshed World Placement fiducial textures in the editor and AR export package.
  • Guided tour — Empty-start Help → Guided tour… (mobile: pick Character animation or Video screen). Walks through sample scenes, Tools Window, AR Experience, and Start AR / Preview 3D with spotlight highlights, Back / Next, and a dim overlay that still lets you operate the UI. Video flow covers VideoScreen_geo, Landscape/Portrait rotation, UV setup, movie material, and Albedo video pick. Don’t show again appears on step 1 only.
  • AR Experience panel — Start AR / Export AR zip… stay pinned at the bottom of the scrollable panel on mobile so long Default / On-start lists do not hide them.
  • File → New / Open — Replaces the scene and closes all Windows-menu panels (Tools Window, Timeline, Simplify Tool, Scene Analyze, Log, Performance, and AR Experience).
  • VideoScreen_Rise sample — Demo mesh renamed to VideoScreen_geo in the sample Scene zip.
  • Export AR zip · Movie video — Movie sidecars are still the original files unless you enable Optimize movies for web (H.264 MP4) in the export dialog (shown when a Movie uses a non-web-safe format such as iPhone .mov or WebM). Conversion runs in your browser (first use downloads ffmpeg.wasm; long clips take time). Already-compatible H.264 MP4 files are kept as-is; failures fall back to the original video so the zip still builds.

Public Beta 1.2.6

Publish 2026

  • Post-processing (Display) — Bloom, FXAA antialiasing, depth of field, pixelation, and color grading (built-in looks plus custom .cube LUTs). Settings live in the scene and apply in the editor viewport, Export as HTML zip, and Export AR zip / Preview 3D.
  • Splat depth shadow catchers — Mesh Shadow Catcher shadows depth-test against Spark splats (not only meshes), with bias tuned for splat floors and raised props in the editor and exported HTML/AR.
  • Spark viewport — Post FX compositing works alongside the Spark splat overlay without breaking splat depth passes.
  • Export AR zip / Export as HTML zip · splat format — When the scene includes splats, a dialog lets you pick the sidecar format before export: .compressed.ply (default), full .ply, .sog, .spz, .splat, .ksplat, or splat .glb. Non-default choices are converted in-browser; your last choice is remembered for the session.
  • AR Experience · LINK BUTTON — Author up to 8 HUD link buttons (add / delete, per-button visibility). Multi-line titles with left / center / right alignment, web-safe fonts, size / weight / italic / underline, custom icon width, label placement, optional pill background, and drag-to-position in Preview — saved in scene.json and shown in Preview 3D and exported AR zip when Activate is on.
  • World Placement · two-finger rotate — Optional Two-finger rotate in the AR Experience World tab twists the placed scene around the vertical axis after Tomoe placement (pinch still scales). Saved in Scene zip / AR export as worldPlacement.twoFingerRotate in scene.json.
  • Save & export · confirm file name — Before writing to disk, a Save file dialog lets you edit the file name (extension preserved when omitted). Save… then opens the native save picker when the browser supports it, or downloads with the chosen name.

Public Beta 1.2.5

Publish 2026

  • Mixed mesh + splat · viewport — Spark splat display matches the editor (tighter silhouettes, fewer needle-like artifacts). Meshes and splats share depth so characters and props sit correctly in the scene.
  • Shadow catcher on splats — Shadow Catcher shadows from skinned or static meshes composite over splats in the editor, Export as HTML zip, and AR Experience (Preview 3D + exported AR zip).
  • Save Scene zip — Packing large scenes (compressed splats, embedded scene data, sidecar media) completes reliably instead of stalling at “Packing zip…”.
  • Export AR zip / Export as HTML zip — Zip builds finish reliably; HTML exports load timeline and playback modules without broken relative imports.
  • Export AR zip · splats — Splat media is written as package files (not stale browser blob URLs). Desktop grid preview renders splats with Spark again after opening an exported folder.
  • Skinned mesh lighting — Baked normals and material maps shade correctly alongside the Spark splat overlay.

Public Beta 1.2.4

Publish 2026

  • HDR lighting exposure — Mesh IBL / lighting exposure now goes up to 10 EV. Background plate exposure is unchanged (−2…2).
  • Image Target · Scene zip — After Create Target from Image, use Save Scene zip to keep the target JSON and companion images. Open Scene zip restores tracking, placement, and the Select-image thumbnail. Separate Save / Open / Import Target JSON commands are no longer part of the main AR panel.
  • Image Target · Movie on lost/found — Looking away from the printed target stops the Movie picture and its soundtrack. Looking back starts the same Movie from the beginning (one video clock). Preview and AR zip share this path.
  • Image Target · iPhone audio — On iPhone, hiding the scene no longer leaves orphan Movie audio. iPad keeps the tablet path that already stopped correctly.
  • AR Experience · mute — The speaker control toggles audio only (Movie keeps playing). Phone taps use the button hit-box even when the camera canvas sits on top.

Public Beta 1.2.3

Publish 2026

  • Open Scene zip · splat sidecars — Scene packs that store each splat as a separate file in the zip open correctly again; PlayCanvas .compressed.ply sidecars load without a lossy re-encode so quality matches the original.
  • Save Scene zip · edited splats — After splat cleanup (manual delete or simplify), save and reopen keeps a sharp splat look instead of fuzzy or “furry” degradation.
  • Splat edit · delete — Manual splat removal deletes the painted selection accurately again (selection is matched to the underlying splat data, not the wrong indices).
  • Splat edit · viewport — Removing splats no longer toggles the mesh between soft and sharp; the viewport stays on the same high-quality compressed-PLY path after each edit.
  • Screen recording — Exported movies track viewport resolution more closely; timeline animation and audio share one clock for better sync, with smoother MP4 (H.264 + AAC) when your browser supports it.
  • AR Experience · Movie — Movie materials play in the exported AR zip the same way as editor AR Preview (after place or image-target lock), instead of freezing on the first frame. Desktop and mobile share one playback path.
  • AR Experience · Movie loop — On a phone, a looping Movie in the AR zip keeps picture and soundtrack together on every pass (same <video> clock). The second loop no longer freezes on the first frame while audio continues.
  • Export AR zip · Movie — Scenes with Movie materials export again. Live video/texture objects stay in the editor and are not written into scene.json.
  • AR Experience · mute — The speaker control only turns Movie sound off or on. The picture keeps playing. The same Movie file is never played by a second audio player (timeline, background bed, or another video element).
  • AR Experience · rotate — Turning the phone portrait or landscape restarts the Movie from the beginning with picture and soundtrack together. The speaker stays in the bottom-right.
  • AR Experience · audio icon — World Placement and Image Target show a bottom-right speaker control in Preview and the AR zip. Starts muted (correct muted icon); one tap unmutes and stays unmuted. Mute covers timeline / experience audio and the Movie file’s own soundtrack (one video clock, no second copy of the same file).
  • AR Experience · audio icon on rotate — The speaker stays pinned to the visible bottom-right when a phone switches portrait and landscape.

Public Beta 1.2.2

Publish 2026

  • Export HTML zip — Timeline playback modules load correctly when you open the exported page locally (file://) or from a static host; avoids broken ES module imports for AR playback, gestures, and mesh UV helpers.
  • Export HTML zip · Timeline audio — Audio strips use embedded media from the export bundle; timeline starts muted until you tap (browser policy), with a bottom-right mute/unmute control when the project has audio strips.
  • Export HTML zip · audio control — First tap on the mute button now stays unmuted instead of snapping back to muted.
  • Save Scene zip · splats — Optional packaging: keep splats embedded in scene.json / .js (default), or write each splat as a separate sidecar file in the zip (.ply full SH or .compressed.ply for PlayCanvas / SuperSplat).
  • Save Scene zip · sidecar names — Sidecar filenames use a single .compressed.ply suffix (no duplicated compressed segments when the source name already included them).

Public Beta 1.2.1

Publish 2026

  • Mobile Assign Texture — Restyled dialog (slot line, texture list, Cancel). Choose file opens the device’s native file picker (photos, camera, files, and cloud where the OS offers them). Desktop still uses Browse and the scene texture list.
  • Changelog — This page lists Public Beta release notes and is linked from the landing nav and footer.
  • AR gesture Actions — “When finished” modes honor stored finishes; default pause uses the first key pose on orchestrated actions.
  • AR World Placement — Pivot aligned with the editor glTF origin for more consistent placement.
  • Export — Timeline audio strip volume baked into AR zip and HTML export playback.
  • Mobile AR playback — Gesture clip pose retained when the timeline is primary on mobile.

Public Beta 1.2.0

2026

  • Dual-shell editor — Dedicated mobile UI shell (touch-first) alongside desktop mouse-first layout.
  • Web AR — Gesture-driven Actions, material timeline in Preview and AR export, LINK BUTTON workflow.
  • Tracks & animation — Overlap blend, additive animation layers, timeline and Model Info playback improvements.
  • Contact & legal — Landing contact page (mailto) and expanded legal / sample-content notices.

Splattic is experimental public-beta software (currently Public Beta 1.4.0). Features may change between releases. Send feedback via the contact page or read Legal before shipping client exports.