Wow, did you guys check the new changelog yet?
This stuff is crazy!
Dynamically instantiate scene objects, materials and blocks in an effect at runtime by using the new create() method exposed by the SceneModule and MaterialsModule APIs. Use dynamic mode to visualize these dynamic objects in the scene.
Write custom shaders in Spark AR Studio.
Extract a 3D object’s global and local transform values to position objects in your scene.
Optimize imported texture sequences in the Import Texture Animation window before adding them to your project. Click Add Asset > Import > Texture Animation.
But… but… what about all these elaborate workarounds to get the position of a goddamn sphere in the scene? What will we do with all this time freed up by not having to jump through a hundred hoops every project?
Having read through the the dynamic instantiation article, it apears that only SOME objects can be dynamically instantiated this way. A model loaded into assets for example wouldn’t work - unless it’s inside a prepared block if I understand this right.
I always thought they didn’t have instantiation to avoid allocating memory at runtime and enfore something like “built-in pooling” to avoid garbage collection. Does anyone know whether that train of thought applies at all? Cheers!