Yes, go to the releases page.
See this issue: github.com/Scirra/Construct-3-bugs/issues/2627
We should have a .2 release out tomorrow for this.
This is a known issue with this beta release - see here: github.com/Scirra/Construct-3-bugs/issues/2604
Please file a bug following all the guidelines. I verified it was working correctly based on the previous report.
Sounds like an issue that can't be worked around at all.
I don't understand why you'd say that - we had worked around it - by disabling WebGL 2 on Android.
Wouldn't it be better to implement a runtime property to switch between WebGL1 and WebGL2 instead?
I think it's best to avoid this wherever possible. The ideal situation is that everything just works and you don't have to fiddle with obscure (to a new user at least) settings to get things to work correctly. That's also why we didn't add a setting in the first place: if something can't be guaranteed to work, if possible the engine should work around it automatically. So the burden of "find the right settings that make sure it works" is handled by the engine, and not dumped on unsuspecting users to have to figure out for themselves.
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It just means people using beta releases.
Please file a bug following all the guidelines or this won't be investigated.
There was never meant to be a feature for that, especially not one that doesn't make it clear it applies to layouts other than the one you're looking at. I guess if you think it's important file a suggestion for it.
This change doesn't affect editing object properties across a whole layout.
It's not really meant for that - it only did that as an accidental side effect of being implemented at a time when C3 didn't have a way to edit object type properties only with no instances.
It also applies, but in the case of Drawing Canvas it stretches the max texture size to the size of the object rather than failing to load.
You can already view spritesheets in the editor (Project -> Tools -> View spritesheets), and adjust how they're generated using the max spritesheet size setting.
TBH some of the Playable Ads restrictions are pretty bizarre! e.g. I'm not sure why everything has to be in one file, when that makes it bloated and less efficient - if you want efficient transmission, HTTP/2 can send everything down one connection... and why would the size limit be uncompressed? Do they not compress the file before sending it...? If they cared about efficiency they should say "use HTTP/2 and use compression"...
This is actually very complicated for the same reason described here: construct3.ideas.aha.io/ideas/C3-I-683
Member since 21 May, 2007 Last online 12 Mar, 2025
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