Connection
Your game listens to you first — movement and actions respond the instant you press them, and multiplayer holds steady through the busy moments. A full rebuild of how players stay in sync, plus dozens of touches to sound, saving, and Savi's tools along the way.
June 18, 2026 · engine v5.1.0
- Sound effects load reliably the first time you trigger them — no more silent first clicks while assets warm up, and sounds that haven't been generated yet now cook themselves instead of going quiet forever.
- Game sounds and music download much smaller on browsers that can play Opus — same audio, faster loads. Nothing changes about how sounds get added, and browsers without Opus support keep getting the mp3 automatically.
- Multiplayer got a major upgrade under the hood. Your own moves, hits, and actions now happen instantly and never rubberband — and worlds stay smooth even when the server is busy or more friends pile in. Nothing to change in your game; it just works.
- Walking across big worlds no longer causes constant background terrain rebuilds — smoother frames while exploring.
- Ground and collision now build reliably even when asset processing is backed up — fixes falling through the world (or bouncing in place) after exploring while models were still generating.
- Animated material effects no longer cause frame hitches while they play.
- Fixed controls staying dead even after the engine tried to recover the connection — completes the 5.0.15 input fix.
- Fixed controls staying dead on a long session even after the engine tried to recover — completes the input-recovery fix.
- Animated material effects now update instantly with zero hitches — param changes never rebuild shaders.
- Objects that use a custom material now pop in smoothly the first time they appear — the engine compiles their shaders ahead of time in the background, so there's no stutter when a new one shows up.
- When the game server falls behind, players now see a "Server running behind…" notice at the top of the screen — if you spot it, tell us! It means lag is coming from the server being overloaded (often heavy onTick scripts or huge object counts), not your connection, and the report helps us find it fast.
- Long-running game servers no longer slow down over hours of play — fixes worlds getting laggier the longer a room stays up.
- Enemy waves and crowds no longer freeze the game when they spawn — crowd shaders compile once and get reused.
- Saves, inventories, settings, achievements, and progression now follow the logged-in player identity more reliably across joins and rooms.
- Existing games that wrote saves under
player/...keys need their scripts migrated touser/${objectApi.userId}/.... - Fixed worlds where ground, water, or shadowed objects could turn invisible while editing — a texture set to pixelated (nearest) filtering, or a depth effect without its compare mode, could silently knock out the whole shader for everything drawn with it. Those materials now draw correctly instead of disappearing.
- Other players can see your shots and visual effects in multiplayer games.
- Recovering from a long stall now skips old gameplay history instead of rewinding and replaying movement and effects.
- Characters in new 3D games now face where the camera is looking, including while strafing or moving backward.
- Savi now preserves correct character facing when building first-person cameras.
- Drawn-in-code textures no longer get stuck on the loading spinner forever — if the engine can't bake one, it now says so in the logs instead of hanging.
- Drawn-in-code terrain and object textures now load reliably after joining, reconnecting, or changing places.
- Drawn-in-code sprite animations now play normally instead of remaining on their first frame.
- Drawn-in-code textures now work on objects created or skinned by your scripts at runtime (spawned pickups, the player's facing art, etc.), not just objects placed directly in the scene.
- Multiplayer damage, knockback, and similar effects now land reliably even while players' other state is changing.
- Other players can now consistently see projectile effects such as Fireballs in multiplayer.
- Fixed multiplayer guests seeing the world flash in and out with severe lag after reconnecting or resynchronizing.
- Fixed multiplayer guests seeing large sections of the world repeatedly disappear and reappear during normal play.
- Fixed VFX becoming invisible to other players when cast from a player's own gameplay objects.
- Fixed projectile effects sometimes being invisible to other players in multiplayer while direct effects such as Flamethrower remained visible.
- Short-lived effects cast by other players now appear reliably in multiplayer, including under latency.
- Player and controlled-vehicle movement now stays smooth in multiplayer without making your own controls or camera feel delayed.
- Solo games no longer freeze when player-attached objects such as balloons, equipment, or effects are built as child objects.