StellarX empowers anyone to create collaborative simulations in Virtual, Augmented, and Mixed Realityβwithout code. Simply drag-and-drop, grab and go or point and clickβ¦ Building immersive experiences has never been so easy!
Hello there, ππ»
To kick off summer in style, the StellarX team is back with plenty of new features and improvements that will help you keep your experiences clear and tidy. π§Ό
[h3]New Features π«[/h3]
[b]Learning Analytics[/b]
An exciting new feature is the implementation of Learning Analytics. This is an essential tool to keep track of an XR learning experienceβs success, so we thought itβd be time to implement it right into StellarX.
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3 types of users will be able to benefit from this feature:
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[*] The Creator can track and untrack nodes through the Radial Menu (PRO license only), and use and place the Record Score node.
[*] The Instructor can set up an LRS, retrieve their LRS endpoint credentials, provide a learner with credentials, and see statements in the LRS dashboard.
[*] The learner can link their account to the LRS via the Web Portal, experience the Space shared by the Creator, and automatically send statements based on tracked nodes to the Instructorβs LRS.
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[b]Asset Renaming[/b]
No more confusion while programming scenarios inside the canvas, and trying to discern between a bunch of assets with generic names. You can now open your remix panel, and rename assets. Simple as that!
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Special assets, such as Particles and Paths, will display a special field for the renaming, while Canvases can be renamed directly from the title.
[b]Variable Node[/b]
A new type of Node is now available to all users : the Variable Node.
Our Canvas platform is designed to make creating XR experiences accessible to everyone, even those without any programming experience. In line with this, we are now incorporating variables. This programming concept improves readability and reduces complexity by allowing you to use values across different canvases without needing to link a single node repeatedly, which can often become confusing.
Variable Nodes can be renamed to better represent the values they contain, making your workflow more intuitive. They are also available for Numeric, Text and Boolean values.
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[b]Unset Tool[/b]
Previously, the Set as Tool node could not be disabled during a play session. With the introduction of the new Unset Tool node, any asset designated as a tool can now be disabled and become a regular asset once this node is added to the flow.
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[h3]Improvements ππΎ[/h3]
[b]Asset Hub improvements[/b]
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[*] Users can now see new assets theyβve added via the Asset Hub without needing to reboot StellarX.
[*] Weβve added a new syncing state for both My Models, and My Media.
[*] Users will be shown a notification whenever new assets are available for use, whether it be Models or Medias.
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[b]Other improvements[/b]
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[*] The loading screen now shows an image instead of a black screen for better feedback that the app is working.
[*] Dynamic fields are now displayed after the selection of an Audio in the Avatar Recorder: Spatialize, Range, and Play on Record, which lets the user control the feature better.
[*] SteamVR no longer opens when launching StellarX in Desktop Mode.
[*] The Play Media Node now has an On Finish Flow Out, allowing users to connect the node to another interaction. For example, they can now have a helicopter take flight after a video finishes playing.
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[h3]Bug Fixes π[/h3]
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[*] Fixed issue where links from Interactives value outputs to a set value were deleted when space was updated to 140.
[*] Resolved problem where the Audio/Spatial Data prompt failed to reappear after installing STX, unchecking "Save preferences," clicking "Allow," enabling audio, and rebooting STX.
[*] Corrected issue that caused users to get stuck on the Preparing Assets screen when trying to download a space containing cloud assets onto a device without those assets.
[*] Addressed game-breaking issues when opening a space made from the Hello Desert template.
[*] Fixed bug allowing users to teleport and activate controllers during the black screen transition between login and basecamp.
[*] Resolved issue with the Transform box tool on Android.
[*] Fixed problem where downloading an asset from the hub made it impossible to get to StellarX basecamp.
[*] Corrected issue where downloading spaces with the same media's name resulted in media from the first space playing when opening the second space.
[*] Resolved missing reference exception caused by using an asset reference in a scenario when returning to basecamp.
[*] Addressed desync issue between Space and Scenario version when downloading a Space from the Cloud with compatibility failure.
[*] Fixed issue where the duration of transform nodes applied differently to translation vs rotation.
[*] Corrected game-breaking issue caused by adding a path point while another player is redoing another path point.
[*] Resolved problem with importation hub assets still downloading even if the user had reached basecamp.
[*] Fixed issue where Avatar recorder audio could be seen at coordinates 0,0.
[*] Addressed significant FPS drop when adding more than 10 avatars in a scene.
[*] Corrected issue where the media file remained unassigned when selecting the reference avatar on the Stop Media Node.
[*] Fixed problem causing users to get stuck in the preparing asset screen when downloading a space from a previous version on Android.
[*] Resolved game-breaking issues caused by having a space in My Spaces and Shared Spaces with the same name.
[*] Fixed issue where media nodes' "media file" section was not updated with changes made in the space.
[*] Corrected error occurring when downloading two spaces with the same name that the user doesn't own.
[*] Addressed issue preventing Meta users from joining a multiplayer session.
[*] Fixed null reference error when attempting to assign audio sources to the media panel after undoing creation.
[*] Corrected visibility of Asset ID for audios in Pause Media Node and Stop Media Node.
[*] Resolved issue where the same audio could not be selected twice in the Avatar recorder.
[*] Fixed unexpected changes in Avatar recorder remix.
[*] Corrected issue where the avatar was detached from its pad when pressing Record.
[*] Addressed multiple null reference errors after logging in on PCVR when cloud assets were downloaded.
[*] Fixed issue where imported audiospheres couldn't be paused or stopped.
[*] Corrected issue where the avatar body was not centered with the library in audio selection after recording an animation.
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As always, weβre doing our best to make StellarX the most user-friendly we can. We are super thankful for your continued support, and will continue improving these new features in the near future. ππ
Cheers,
- The StellarX Crew β¨