
- Coppercube fps hand models how to#
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When importing coppercube scenes or adding prefabs, those no longer can influence or overwrite the global gravity, wind, fog or shadow - settings of the scene. The default texture size of the lightmapper has been increased to create nicer results by default. The icon for cameras in the editor now indicates better where the target of the camera is, by mirroring the icon if necessary. The WebGL platform printing now prints to the developer console if available, instead of logging them as errors in the error console. Improved error handling when rendering WebGL on systems with old or incompatible hardware This loading screen also uses now the specified loading logo image.

The background color of the WebGL loading screen can now also be configured. CopperCube is now compatible with the latest JDKs (meaning version 9 and 10) as well Removed support for software rendering, only OpenGL and Direct3D are now supported The fallback rendering for reflective surfaces is now much nicer Other, smaller changes- The documentation has been updated with new screenshots, tutorials, and of course documentation for all the new and changed features
Coppercube fps hand models how to#
Coppercube fps hand models update#
Coppercube fps hand models 64 Bit#

Coppercube fps hand models install#
This also includes a mandatory additional signing step for creating APKs (APK Signature Scheme v2), which means that you might need to install or update additional build tools from your Android SDK manager. Use for example -resolution:800圆00 for a resolution of 800圆00ĪPKs generated with CopperCube are now using API level 30. This forces the application to use the given resolution or window size.

The Windows and Macos client now supports an additional command line parameter "resolution". fbx file into CopperCube via command line. The editor now supports a new command line parameter, named 'importanimated', which makes it possible to import animated meshes from the command line.ĬopperCube -importanimated:somefile.fbx -save:b -quit.

editorImportStatic3DMesh() now returns a reference to the imported node editorImportAnimated3DMesh() now returns a reference to the imported node ccbLibFileExist() tests for the existence of a file
