We are providing both local space and world space APIs, but the data is still separated in local position, rotation, scale and world matrix
We have supported material embedded properties, but it’s not a public feature yet, we will consider how to permit users to do so in their own data.
We are promoting the whole VSCode workflow, including auto code completion, it will be much easier to directly use classes and modules instead of using cc in front of everything. More importantly, we are strictly using TS module export to form the cc global module, so yes, there will still be a cc, but not assigned one, it’s a exported cc. People shouldn’t feel different except some classes when using cc.
I don’t understand, if you mean minimize the file size, you can choose jpg quality in compressed texture panel, we will export in that quality, but we haven’t integrate any png quality squeeze tool.
There will soon be a tech preview version this week. The beta which have 2D and 3D merged in planned at the end of the year.
Snaping is a way to attach 3d objects to the world grid or one to each other. In unity or unreal you are doing so by holding down Ctrl. You can even change the snapping distance.
Will we be able to Drag and Drop prefabs in editor based on the type of the element on the root of the prefab, instead of just a “prefab” type? @pandamicro
Normal-Maps. They dont work proper since CC <= v2.43 (Worked somehow in v2.1 i think. But in further updates, because of changes to the engine i guess, it didnt). Will this be finally fixed in CC 3.0 ? @pandamicro