Construct content has generally worked fine for years with breakages being very rare, so I think auto-updating is a good default. (Other updates like OS updates or driver updates can always break stuff too - you should always be prepared to do some maintenance!) But if you want to ship a specific browser engine with your app, you still can with WebView2 using "fixed" mode. It's documented in this guide.
Are you sure you're using r359+? The latest stable release r358 is not currently supported, you have to use a beta release at the moment.
If you run in to any problems please file an issue following all the guidelines.
fedca & Jase00 - I've updated the File for WebView2 plugin with a folder listing feature: construct.net/en/make-games/addons/1104/file-webview2/versions
Hopefully that does what you need!
I'm not sure, but we'll definitely be looking in to it.
Maybe it won't be too much trouble to add file and folder listings to the File for WebView2 plugin. I'll see if I can make time for that over the next week or two.
The new Steamworks plugin directly interacts with the Steamworks SDK. There is no third party layer inbetween.
The File WebView2 plugin just has basic read/write file features, it doesn't have anything else like listing files at the moment. (You could possibly work around that by creating a file which lists the other files in the directory.)
Currently the Windows WebView2 export and its Steam plugin are Windows-only. However we will be looking in to expanding the platform support in future.
We update the documentation in the days following a stable release. It should be done by the end of the week.
The latest release does set the Android target API level to 33.
I'm not sure what you're referring to - this is a new beta release of Construct, not an extension.
Thanks for sharing those links, interesting to know others have run in to the same problem.
No, there isn't currently any way to dynamically add an effect.
See the documentation on "Uses own texture" in the manual - there's a few reasons layers use their own texture: explicitly by turning on "Force own texture", changing opacity, certain blend modes, and adding effects, all cause it to use its own texture.
Member since 21 May, 2007
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