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Lumberyard
Release Notes

Preview Systems and Tools

The following systems are a preview of new features on which we are especially interested in feedback. Please submit feedback on our forums or by sending an email to lumberyard-feedback@amazon.com.

New Asset Browser Replaces File Browser

The Asset Browser displays all project assets in a source folder and file view to enable quick access and interaction. Source assets are also displayed with their products. For example, an .fbx file would appear with its meshes and animations. The Asset Browser also includes other features:

  • Drag-and-drop interaction

  • Right-click context menus for each asset

  • Asset name filtering

You can use the Asset Browser with other editor components—such as the viewport, Entity Outliner, and Entity Inspector—to improve your development workflow. It replaces the original File Browser.

To open the Asset Browser, click View, Open View Pane, Asset Browser. You can dock the Asset Browser window to the Lumberyard Editor.

New FBX Settings Features

Lumberyard 1.7 introduces the following new features for the FBX Settings:

  • Level of detail (LOD) rule for static and skinned meshes

    Use this rule to define different geometry for the runtime LOD system based on distance from the camera. As a result, you will have greater control over the performance characteristics of your meshes in-game.

  • Default processing of .fbx files

    When an .fbx file is first loaded into the FBX Settings, a default set of groups and rules is generated that reflects the data in the file. This process reduces the number of steps that are required from you to set up most files. This process is also used for new .fbx files that have no manifest based on what would have been the default settings. For simple .fbx files that have a single asset, no user action is required.

  • EBus-based importing

    The process of importing an .fbx file to the Lumberyard SceneGraph format has been refactored. The .fbx file is now imported analogously to the export through an EBus, which pushes import contexts representing different phases of processing a discrete piece of FBX data. Importers are written to perform specific processing steps in response to specific import contexts and list on the EBus. This allows you to create custom importing steps to define data for the runtime systems to use.

For more information, see Working with the FBX Settings.

Mobile Support – Improved Methods to Deploy Builds

You can use Lumberyard to build games for iOS devices (iPhone 5s, iPhone 6s, iPhone 6s Plus, iPad Air 2, and iPad Pro) and Android devices (Nvidia Shield, Samsung Galaxy Note 5, and Motorola Nexus 6). Added features include:

New UI Editor Components and Features

With the UI Editor you can build, visualize, and customize user interface elements such as menus, buttons, and the heads-up display (HUD). Added components and features include:

  • Use the UiTooltip and UiTooltipDisplay components to add tooltips to an interactive element on your UI canvas.

  • Configure the number of character slots in a font texture. You can select a different font for each language.

For more information, see UI System.