- This is an advanced, experimental feature which is subject to changes. It's in most cases not useful, unless you have a large game or low end devices for which controlling memory usage is important. It's mostly useful to delay loading of large custom objects.
- Objects can be configured so that its resources are not loaded when the scene is loaded. Instead, you can use an action to manually load the resources used by it. When the loading is done (this can be checked using a condition), the object can then be created.
Be careful: if an object assets are not loaded, it will be broken when displayed on screen.
* For now, this is limited to instances inside custom objects. This will be made available in the future for all instances in scenes if this works well.
* New actions are available to save & load the game state, making Saving & Loading as easy as adding 1 action to your game!
* While it will work in most cases, it has a few limitations and hasn't been thoroughly tested on all types of objects/behaviors and games, so it is for the moment tagged as **Experimental** while we gather feedback and improve it
* Check out the wiki for more info: https://wiki.gdevelop.io/gdevelop5/all-features/save-state
* When an object is selected (or when "Edit object" button is clicked in the properties panel after choosing an instance), the properties panel will show the properties of the object.
* This allows for fast edition of most elements of an object: appearance, properties, but also behaviors, variables and effects. Most workflow and iterations on your game should be faster, from adapting the appearance of a text to tweaking behaviors and updating the preview to check the result in realtime.
* This allows playing around with instances directly on the canvas instead of relying on the actions to flip or change opacity and needing to start a preview
- Global or scene variables can be used with a unique action and condition.
- Object variables can be used with a unique action and condition.
- Variables need to be declared following the same logic as the new expression syntax.
- Local variable can be declared on events
- Extensions have their own variables
- Show a diagnostic report when a preview is launched and there are missing scene variables, object variables or behaviors.
- This is especially useful if external events are shared between several scenes.
* Only the first scene and global objects resources (images, sounds, 3D models etc...) will be downloaded during launch of the game. This usually allows for a very fast loading time.
* Other scenes resources will continue to load in the background. It has no impact on the game performance as this is done on other threads by the browser or the engine running the game.
* Scenes are loaded in the order they are listed in the project manager.
* You can also use actions and expressions to prioritize a scene (if it's known that a level will be needed soon for example) or read the current loading progress. This allows to create lightweight scenes that can act as custom loading screens. Otherwise, the launch loading screen will be shown if a scene is still loading when launched.
* Read more about this on https://wiki.gdevelop.io/gdevelop5/all-features/resources-loading/.
* This opens the path to multiple performance improvements (faster WebGL rendering, and then WebGPU rendering) as well as optimised resources loading in the future.
* Actions, conditions and expressions related to opacity, size (width/height), scale, animations and other common features are now visible only once when you search for them in actions/conditions (instead of being shown once for every type of object supporting them). This reduces the risk of confusion for new or existing users, notably when multiple versions of the same action were returned by the search and was making it difficult to choose the proper one.
* Internally, this works thanks to default, built-in behaviors that are supported by the objects.
* A custom center point can be set (and will be at the center of the drawing if not specified).
* The collision mask is now a rectangle surrounding what is drawn on screen.
* If this changes something in your game, or you want another collision mask, you can use the action to set a custom rectangle as the collision mask of the object.