Update manuals for Defold 1.13.2 behavior - #681
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| ::: sidenote | ||
| Starting with Defold 1.13.0, Defold preserves the positions and transforms from the imported glTF file and does not automatically re-center the model during import. The editor preview and runtime use the imported transforms consistently: skinned or bone-parented meshes preserve their local, skeleton-relative transforms, while rigid meshes retain their flattened world placement. | ||
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| Since Defold 1.13.2, a [Model component](/manuals/model/#model-properties) can select a single named mesh from the imported scene. Leaving its *Mesh* field empty uses the whole scene and preserves the transforms described above. Selecting a mesh uses its local geometry without the glTF node transforms, so place it using the model component or game object's transform. |
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Update the import steps to use Scene
For Defold 1.13.2 users, the workflow immediately below still instructs them to assign the .gltf/.glb file to Mesh and says the skeleton file is commonly the same file used for Mesh (lines 39–40). The newly documented editor instead expects that file in Scene, while Mesh is now only the optional named-mesh selector, so following the procedure is no longer possible as written; update those steps to refer to Scene.
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Several manuals still describe behavior or configuration superseded by Defold 1.13.2. Update the affected English guidance and examples to match the current editor and runtime APIs.
Technical changes
textproperty, explaining the deprecated setters and getters.The Bullet3D links use the beta reference because these pages are not yet available in the stable reference.
Validation
git diff --checkpassed.be31a20289817d06f568449dbc1463e2d000eaaf.Based on the Defold 1.13.2 beta release notes.
Proposed addition to the Defold 1.13.2 release notes
Updating a custom HTML template for Defold 1.13.2
Defold 1.13.2 adds browser resource hints to
builtins/manifests/web/engine_template.htmlto start loading the archive manifest and engine files earlier. If your project uses a custom HTML template, compare it with the built-in template from the new editor and merge the preload and preconnect sections into its<head>, after the required opening meta tags:{{#DEFOLD_HAS_ARCHIVE_ORIGIN}} <link rel="preconnect" href="{{DEFOLD_ARCHIVE_ORIGIN}}" crossorigin> {{/DEFOLD_HAS_ARCHIVE_ORIGIN}} <link rel="preload" as="fetch" crossorigin href="{{DEFOLD_ARCHIVE_LOCATION_PREFIX}}/archive_files.json{{DEFOLD_ARCHIVE_LOCATION_SUFFIX}}"> {{#DEFOLD_HAS_WASM_ENGINE}} {{^DEFOLD_HAS_WASM_PTHREAD_ENGINE}} <link rel="preload" as="fetch" crossorigin href="{{exe-name}}_wasm.js"> <link rel="preload" as="fetch" crossorigin href="{{exe-name}}.wasm"> {{/DEFOLD_HAS_WASM_PTHREAD_ENGINE}} {{/DEFOLD_HAS_WASM_ENGINE}}The archive manifest URL must match the URL requested by the loader, including the archive prefix and suffix. If you override
CUSTOM_PARAMETERS.archive_location_filter, update the preload URL to match or omit that hint. Keepas="fetch"andcrossoriginon the preload hints so the browser can reuse the responses.Keep the conditions around the engine hints: they preload the regular WebAssembly engine only when the threaded engine is absent. When both architectures are bundled, the loader selects an engine at runtime; preloading one unconditionally could download a variant that will not be used.