Release Note
v1.0.0
Updated Date : 2025-04-02
[⚡ Improvements/Optimizations]
1️⃣ Enhanced Asset ID Copying for Better Usability
ovdrassetid://
prefix is included by default when copying an asset ID.
2️⃣ Import Restrictions by Asset Type
To prevent bugs and improve performance, we've added limits on file types and sizes for each asset. If an asset doesn't meet the requirements, you'll see a popup with more details during import.
Image:
.png
,.tga
(Max size: 15MB)Mesh:
.fbx
,.obj
(Max tris: 30,000, Max size: 250MB)Audio:
.wav
(Max size: 25MB)
[📦 Changes/Updates to Existing Features]
Autosaving has been adjusted from every 1 minute to every 10 minutes.
[🛠️ Bug fixes]
Fixed issue where mouse drag didn't work when Workspace was selected in the Level Browser.
Fixed shadow rendering when SurfaceGui's Face was set to Top.
Fixed issue where BrickColor containing 'Really' did not apply correctly via script.
Fixed issue where Output Log from a previous world remained in a newly created world.
Fixed HumanoidDescription assets not appearing in TeamTest client.
Fixed SurfaceGui still displaying after moving a Part object into specific storages.
Fixed mobile rotation logic (e.g.,
part.CFrame = part.CFrame * CFrame.Angle
) not functioning properly.Fixed animation track and blend creation failures.
Fixed Studio freezing or crashing when inserting certain published assets into Workspace from Asset Drawer.
Fixed inconsistent Trail behavior when LifeTime was set to a negative value between client and server.
Fixed crash when using Undo (Ctrl+Z) after placing a tagged object from Asset Drawer into the scene.
Fixed Trail disappearing when client-side Clone & Destroy was used.
Fixed issue where additional tags couldn’t be added if a folder already had a tag.
Fixed sporadic collisions between groups even when CollisionGroup settings were configured not to collide.
Fixed issue where texture auto-mapping failed when importing textured Meshes with "Import Only as Model" enabled.
Fixed previously clicked object's origin showing when selecting other objects via drag.
Fixed duplicated Part calling old script logic even after renaming and modifying its script.
Fixed models added via Asset Manager not reflecting in the Level Browser.
Fixed issue where Hover Image and Press Image weren’t applying in ImageButton Properties.
Fixed relative positioning not preserved when changing Attachment's parent via script.
Fixed incorrect application of Collision Group settings.
Fixed Beam showing after cloning a LocalScript with
Enabled = false
.Fixed crash when entering an incorrectly formatted asset ID.
Fixed text not rendering correctly under SurfaceGui.
Fixed gizmo misalignment when child objects were added under a Tool.
Fixed issue where disabling
TextWrapped
also disabledTextScaled
in TextLabel.Fixed camera moving to the Subject's position instead of looking at it when changing CameraSubject.
Fixed issue where script renaming didn’t apply and caused error popup upon closing.
Fixed mismatch in script names between host and members during collaboration.
Fixed some assets not functioning properly across multiple world experiences.
Fixed bulk audio file import failure.
Fixed models appearing separated when opening worlds that include modeled assets.
Fixed mesh separation when importing assets with multiple meshes.
Fixed SurfaceGui TextLabels not appearing in playtest or app runtime.
Fixed Studio camera defaulting to first-person view.
Fixed inconsistency in Part color rendering between mobile and Studio environments.
Fixed issue where
typeof(workspace.Changed)
returnedInstance
instead ofScriptSignal
.Fixed Studio freezing when
TextScaled
was enabled on aSurfaceGui.TextLabel
attached to a large Part.Fixed invisible collisions blocking movement when an avatar walks on an enlarged Part.
Fixed issue where indentation-only changes in scripts were not recognized as actual modifications, preventing proper saving.
Fixed object copy-paste not functioning correctly in some cases.
Fixed issue where unsaved changes prevented proper save synchronization when another member joined a collaboration session.
Fixed maps not displaying correctly in specific worlds.
Fixed spawn not occurring at the correct location in specific worlds.
Fixed abnormal camera positioning when joining specific worlds.
[⚒️ In development]
DataStore improvements
Animation Editor
Strafing movement
CoreGUI - Jump button and controller toggle
Currently, OVERDARE Studio is focused on resolving bugs and providing a stable development environment to facilitate your workflow. 🚀✨
v0.9.2
Updated Date : 2025-03-20
[⚡ Improvements/Optimizations]
The script saving process has been updated to make collaborative more seamless and efficient.
[🛠️ Bug Fixes]
Fixed an issue where some features did not work due to incorrect values returned by the GetChildren function.
Fixed the Climbing feature to work properly.
Fixed an issue in mobile environments where the jump animation would continue to play without stopping when tapping the jump button.
Fixed occasional issues where GUIs did not update properly in mobile environments.
Fixed a crash that occurred when Humanoid:OnDied was triggered.
Fixed an issue where respawning did not work correctly in certain worlds.
Fixed an issue where package renaming was not synced properly in collaboration mode.
v0.9.1
Updated Date : 2025-03-14
[✨ New Features/Major Additions]
1️⃣ World Analytics
You can now view key metrics such as total visitors, cumulative playtime, and retention rates.
You can monitor data for each world in real time and use these insights to continuously improve your content.
You can access World Analytics via Creator Hub.
[⚡ Improvements/Optimizations]
1️⃣ HumanoidDescription & RigBuilder Enhancements
With the improved HumanoidDescription and RigBuilder, customizing NPCs and player characters, as well as implementing animations, has become easier.
You can now easily create moving NPCs, allowing for more dynamic game environments.
In PvE, RPG, and simulation games, NPCs can be placed naturally with diverse appearances and animations.
Character customization has been made more intuitive, enabling real-time changes to outfits and equipment for players.
2️⃣ DatastoreService Stabilization & Enhancements
You can now use DatastoreService to save and load in-game data.
Supports saving player data like experience, skills, quest progression, and more, enabling continuous gameplay.
Items, skins, currencies, and virtual economy information can be stored and restored, maintaining a persistent game economy.
Record high scores, wins, and other data to implement global ranking systems.
Analyze player activity logs to improve gameplay experience.
Datastore testing is now available directly within Studio.
[🛠️ Bug Fixes]
Fixed collision detection not aligning with parts.
Fixed issue where jump was possible in Play Test, even when jump power was set to 0 in Game Settings.
Fixed GUI objects inside SurfaceGui not displaying in Play Test.
Fixed drag-and-drop selection for static/skeletal assets in the viewport.
Fixed issue where tags would be removed when deleted from Properties.
Fixed player name indicators detaching from avatars when switching to ragdoll state.
Fixed abnormal user name display in ragdoll state on mobile.
Fixed Button click actions not working under SurfaceGui during Play Test.
Fixed infinite crash loops when manipulating the viewport under certain conditions.
Fixed camera lock when respawning using certain scripted parts.
Fixed MeshPart cloning briefly appearing and disappearing.
Fixed Player & Character Event death handling not working properly.
Fixed Tween rotation exceeding intended orientation angles.
Fixed ScreenGui displaying even when outside the intended screen area if enabled.
Fixed unreadable response values from HttpService:GetAsync(url).
Fixed Tween position vectors not moving as expected.
Fixed SurfaceGui displaying even when the Part is stored in non-visible storage.
Fixed TweenService orientation rotation not functioning.
Fixed animationTrack.Ended:Connect not being called on server side.
Fixed Touched/TouchEnded events not working for tools under Part hierarchy.
Fixed child parts not following parent part transforms.
Fixed ParticleEmitter not applying images in green/blue color ranges.
Fixed GetDescendants returning parent objects unexpectedly.
Fixed Position and CFrame not reflecting correctly.
Fixed SurfaceGui.ImageLabel rendering all black for images with black rectangles and transparent backgrounds.
Fixed published assets not showing under the "Owned" category.
Fixed crash when passing a Model (instead of Player) as an argument to FireClient.
Fixed Locked property set to false in Baseplate default settings.
Fixed intermittent playback failure of Jump, Land, Die animations on avatar death/respawn.
Fixed crashes when importing certain assets.
Fixed crashes when exiting UGC worlds in the app.
Fixed crashes when entering certain UGC worlds.
Fixed errors when opening MyGroup worlds in Studio.
[⚒️ In Development]
Further improvements to DatastoreService and related features.
Animation Editor is on its way!
OVERDARE Studio is currently focusing on providing a stable development environment to all creators. ✨
v0.9.0
Updated Date : 2025-03-04
[🔥 NEW FEATURES]
1️⃣ Beam
A Beam is an object that connects two Attachments, automatically linking the start and end points.
You can create various effects using Beam, such as:
A straight beam from a laser gun
A flowing energy link during charging
A light bridge connecting portal entrances and exits
A magic beam attack
Electric weapon effects
For more information, see Guide.
2️⃣ Trail
A Trail is an object that creates motion trails, enhancing visual effects such as high-speed movement.
You can create various effects using Trail, such as:
Afterimages following fast-moving objects
Sword slashes
Bullet trajectories
Drift effects in racing games
Fire trails
For more information, see Guide.
3️⃣ Public Open
OVERDARE Studio is now open to public!
From now, Anyone can create with OVERDARE Studio.
[🐞Bug fixes]
Fixed a camera-related script issue when respawning after using HumanoidDied.
Fixed an occasional crash when importing models.
Fixed missing data when importing extremely large models.
Fixed a Collision Group sync issue during collaboration session.
Fixed an error alert when renaming scripts in collaboration mode.
Fixed an infinite crash loop when manipulating the viewport under certain conditions.
Fixed incorrect Tool Handle positioning on mobile devices.
Fixed an issue where equipTool:Destroy() would delete the tool, but the backpack UI would still display it.
Fixed an issue preventing additional imports after an import failure popup.
Fixed a bug preventing ColorSequence assignment in particle emitter scripts.
Fixed an issue where compressed projects opened on another computer displayed incorrect materials.
Fixed an issue where Tools stored in a Folder (instead of Workspace) wouldn’t equip on collision with the Handle.
Fixed an issue where the studio world would log in with a blank account.
Fixed a crash when opening specific worlds.
Fixed a crash when performing multi-client Play Tests.
Fixed a crash when using RigBuilder and running a Play Test.
[Other Updates]
Backspace no longer functions in the Level Browser.
Minor wording and sentence updates.
UI improvements.
UX enhancements for collaborative development.
Early Access Badge has been added to the OVERDARE Studio logo.
[⚒️ Under development]
Data Store Stabilization & Related Features
Animation Editor
Creator Hub World Analytics (World Metrics & Insights)
Currently, OVERDARE Studio is focused on resolving bugs and providing a stable development environment to facilitate your workflow. 🚀✨
v0.8.0
Updated Date : 2025-02-17
[🔥 NEW FEATURES]
1️⃣ Character Physics (Ragdoll)
We've added a feature to Studio that allows you to use the physics engine to react naturally when a character collides or falls.
You can create more realistic character animations and an immersive game experience.
By making the player actions such as jumping, falling and attack, this function allows you to make the game more realistic.
You can use the ragdoll function to create a variety of physics-based puzzles or interaction-based games.
For more information, see Guide.
2️⃣ Group Collaboration
We've added a Group function, and a Collaboration based on groups to allow multiple creators to collaborate on the same project.
You can add team members with different roles to develop projects efficiently.
You can share changes in real time to speed up your work.
For more information, see Guide.
3️⃣ Backpack
The Backpack feature allows players to collect and freely use items in-game.
This feature helps you implement an intuitive way for players to select, activate, and deactivate tools in your game.
For more information, see Guide.
4️⃣ Avatar Nutty: Proportions, Design, and Bone Structure Update
We’ve updated the default avatar (Nutty) in its overall proportions, design, and bone structure.
Nutty now has a more toy-like appearance, making the customization experience more intuitive and engaging.
[🐞Bug fixes]
Fixed a bug where Studio would crash when entering Play Test after importing a Skeletal Mesh.
Fixed a bug where Studio would crash in certain cases when climbing.
Fixed a bug where cloning a tool would sometimes create the tool in a strange location.
Fixed a bug that could cause Studio to crash when running PhysicalProperties.new.
Fixed a bug that could cause Studio to crash when running the RegisterCollisionGroup function.
Fixed a bug that caused Studio to crash on an infinite recursive stack overflow.
Fixed a bug where Studio would crash when setting the Parent of a Part to itself.
Fixed a bug where Studio would crash when playing after setting the number of players to 2.
Fixed a bug in OVDR Studio where Studio would crash when adding or inserting a Particle Emitter to an attachment instance after inserting an 'attachment' into a Part child.
Fixed a bug where setting up Collision Groups would not work properly.
Fixed a bug where certain characters would remain in their previous state when renaming text labels with the Level Browser.
Fixed a bug where tiling was applied when setting TextureId in MeshPart.
Fixed a bug where Studio would crash when de-activating somthing from the Tag Editor after changing a Tag in Properties.
Fixed a bug where Studio would sometimes crash when creating a Particle Emitter.
Fixed a bug where the item was not exposed when viewed in the app after applying SurfaceGUI.
Fixed a bug in Tag Editor where Studio would crash when grouping after renaming in the Tag Details window.
[⚒️ Under development]
Particle Emitter - Beam, Trail
Animation Editor
OVERDARE Studio is currently preparing to welcome more creators to Early Access.
For the time being, we'll be focusing on some UX improvements, language polishing, data logging, and bug fixes for stability instead of new feature development.
We're also working hard to prepare for the next round of development, including planning and designing new features.
Please stay tuned! 🥰
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