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

FBX Settings – UV Selection for Static Meshes

Lumberyard 1.6 adds the following features for the FBX Settings:

  • The ability to choose which UV map to use in the Mesh (Advanced) rule for static meshes.

  • The ability to generate material library files (MTL) that do not lose the data added by the Material Editor.

  • A stack-based log content system that allows you to add scoped context objects using the AZ_TraceContext macro in your code. This prints the key-value pairs if an error, warning, or assert is triggered with all stack context values that are still in scope.

For more information, see Working with the FBX Settings.

Mobile Support – Build Games for iOS and Android Devices

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:

  • Support on iOS for computer shaders. For example, down-sampling and sun shafts use computer shaders.

  • Support for OpenGL ES 3.0 and fixed-point rendering pass to allow your game to run on devices that don't support floating point render targets.

  • Support for Android N.

  • An In-App Purchasing Gem that provides support for iOS and Android app stores. Supported types of purchase include consumables, non-consumables, and subscriptions.

For more information, see Mobile Support.

macOS Support – Use Metal for Rendering

Initial support for using Metal as the rendering API has been added. To use the metal renderer, you must update the r_driver option in the system_osx_pc.cfg file to set the value to Metal. If you use monolithic builds, you must also update the user_settings.options file to set the mac_build_renderer option to Metal. For more information, see macOS Support.

New UI Editor Components and Features

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

  • The ScrollBar component allows you to add scroll bars to scroll boxes and other custom components.

  • The Text component supports markup so that a single text string can contain changes in font, style, and color.

  • Component entities can now automatically load UI canvases when the level starts.

  • Canvases can now be placed on 3D meshes in a level, with interaction supported by using ray casts.

  • The snap-to-grid feature enables values to snap to user-defined spacings when moving or rotating elements.

  • The related fonts for normal, bold, and italic can now be grouped as a font family.

For more information, see UI System.