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[docs] 1.26: version number in What's new and the Since-notes (37-int-126)
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‎docs/avatars.md‎

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@@ -61,7 +61,7 @@ one extra draw call per idle character, none while awake.
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## Feet on the ground
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Since @@VER@@ characters stand on the floor in Play. (Before, a walking player sank about 0.9 m into the ground on everyone
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Since 1.26 characters stand on the floor in Play. (Before, a walking player sank about 0.9 m into the ground on everyone
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else's screen.)
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- A walking player tells the others where their feet are, so the character stands on the same floor — steps and raised

‎docs/build-a-game.md‎

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## 3. A character that walks
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By default play mode keeps you on the ground at eye height (since @@VER@@ flying is
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By default play mode keeps you on the ground at eye height (since 1.26 flying is
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[opt-in](physics.md#flying)). For a character that walks, jumps and falls:
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1. In the node editor, add **Character ▸ Character Controller**.

‎docs/controls.md‎

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@@ -222,7 +222,7 @@ panel says **Editing N objects**, and every row applies to all of them.
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- **Setting a dashed row sets every object** to the new value — type into a dashed Roughness, tick an in-between
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**Cast shadow**, pick any entry in a dashed list.
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- **One edit is one undo step** for the whole selection, and <kbd>Ctrl</kbd>+<kbd>Z</kbd> puts each object back to
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*its own* previous value. Since @@VER@@ **Visible**, **Cast / Receive shadow**, **Render order**, **Frustum culled** and
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*its own* previous value. Since 1.26 **Visible**, **Cast / Receive shadow**, **Render order**, **Frustum culled** and
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every **Light** row (colour, intensity, distance, decay, angle, penumbra, shadow bias / softness / map size) undo too.
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- **Several lights** selected together are edited together; a row only some light types have (a spot light's
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**Angle**) reaches the lights that have it.
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## The Settings window
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**Settings** (logo menu ▸ Settings) is a window with a grouped menu of categories on the left — on a phone, a list you
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tap into — a search box in the header, and one row per setting. Changes save as you make them. Since @@VER@@ it has its
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tap into — a search box in the header, and one row per setting. Changes save as you make them. Since 1.26 it has its
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own page: see [Settings](settings.md).
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## Keyboard shortcuts

‎docs/index.md‎

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## What's new
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**@@VER@@ — editor productivity: edit many at once, prefabs that update, material presets, a new Settings.** With
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**1.26 — editor productivity: edit many at once, prefabs that update, material presets, a new Settings.** With
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several objects selected, the [Inspector edits them all](controls.md#editing-a-multi-selection): rows that differ show a
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dash, setting one sets every object, and one <kbd>Ctrl</kbd>+<kbd>Z</kbd> puts each back to its own value — lights and
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the visibility and shadow flags included. The [pivot point](controls.md#the-pivot-of-a-multi-selection) (Median, Active,

‎docs/mesh-editing.md‎

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| **Shortcuts** | Turn the single-key shortcuts off, if they get in the way. |
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| **?** | Open the key cheat sheet as its own little window you can park beside the viewport. |
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The overlay **colours** — wireframe, selection outline and the edit overlay — are yours to set in *Settings ▸ Scene ▸ Wireframe & outline* (**Wireframe color**, **Selection outline color**, **Edit Mesh wireframe** — *Auto* by default — and **Reset line colors**); the edit overlay defaults to picking a colour that contrasts with the material you are editing. Since @@VER@@ it
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The overlay **colours** — wireframe, selection outline and the edit overlay — are yours to set in *Settings ▸ Scene ▸ Wireframe & outline* (**Wireframe color**, **Selection outline color**, **Edit Mesh wireframe** — *Auto* by default — and **Reset line colors**); the edit overlay defaults to picking a colour that contrasts with the material you are editing. Since 1.26 it
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re-tints the moment the object's colour changes, so faces and vertices never disappear into a new material colour.
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## Snapping while you edit

‎docs/module-sdk.md‎

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## For module authors: pointer, camera, play mode and VR seat
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New in @@VER@@ — the hooks [Race](race.md) uses to drive on a phone and in a headset, open to every module. Each is torn
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New in 1.26 — the hooks [Race](race.md) uses to drive on a phone and in a headset, open to every module. Each is torn
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down with the module; feature-detect each one (`api.vrSeat?.(…)`) to stay compatible with older apps.
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```js

‎docs/physics.md‎

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### Flying
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Since @@VER@@ players **walk** in Play unless the game allows flying. (Before, every scene without *Keep players on the
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Since 1.26 players **walk** in Play unless the game allows flying. (Before, every scene without *Keep players on the
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ground* ticked flew on a desktop.) **Configure Scene ▸ Physics ▸ Play mode ▸ Flying**:
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| Choice | What it means |

‎docs/prefabs.md‎

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- Or right-click it ▸ **Add to scene**.
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Every placed copy gets fresh identities, replicates to all connected peers like any created object, and is undoable.
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Since @@VER@@ a copy placed from your prefab library — dragged from the Explorer's Prefabs tab, **Add to scene**, or the VR
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Since 1.26 a copy placed from your prefab library — dragged from the Explorer's Prefabs tab, **Add to scene**, or the VR
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prefab panel — also **remembers which prefab it came from**, so a later edit of the prefab can reach it (see
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[Updating every copy](#updating-every-copy)). A copy is still yours to change: what you change on it is kept.
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### Limits
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- A material counts as one change: if you recoloured a copy, an update keeps that copy's whole material.
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- A copy placed before @@VER@@ is not linked — place it again to link it.
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- A copy placed before 1.26 is not linked — place it again to link it.
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- If a copy was placed from a version older than the last 8 the library keeps, its own changes cannot be told apart,
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and the update keeps nothing as an override.
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‎docs/settings.md‎

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VR, AI and the connection. Open it from the **logo menu ▸ Settings**, or follow a link that names a page — the Connect
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drawer's *Connection settings*, the HUD's AI button, a VR edit-limit toast — and it opens on that page.
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Since @@VER@@ Settings has a new layout. No setting was lost or changed meaning: every switch keeps the value it had.
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Since 1.26 Settings has a new layout. No setting was lost or changed meaning: every switch keeps the value it had.
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![Settings on a computer: the grouped menu on the left, the Interface page with its Appearance rows](img/settings/interface-desktop.png)
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‎docs/touch-controls.md‎

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- `pointer: 'press' | 'tap'` makes a button a primary click at the crosshair (held, or a single tap).
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- `onPress` / `onRelease` run **on this peer only**; send your own message if others must know.
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- A second call replaces your set; everything is removed when the module unloads.
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- `preset: 'drive'` (since @@VER@@) is the vehicle layout: the stick steers, there is no look drag, and the pedals sit
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- `preset: 'drive'` (since 1.26) is the vehicle layout: the stick steers, there is no look drag, and the pedals sit
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under the right thumb. A stick the module declared stays live under its own `claimInput('keys')`.
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- `api.input().touch` reads the on-screen move stick as `{x, y}` from -1 to 1 (up is -y).
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- Feature-detect (`api.input?.actions?.(…)`) to stay compatible with older cores.

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