With an external display connected to iPhone (iOS 27 and later), games now output natively full screen instead of mirroring the phone screen. Thanks to @Jaredtf99.
Fixed blocky bright patches, stripes, flicker or black patches on the ground in some 3D games, caused by two rendering passes computing positions that differed in the last bit. Verified on Mac; not yet tested on iPhone. Thanks to @shenxianmq for the fix and to @ha7rock, who pinpointed the issue first.
What changed
- Much less temporary disk space when exporting large games: for a game with about 99,000 shaders, translation-stage temporary data dropped from 23 GB to 7.8 GB, with unchanged export time and no need to re-export.
- While compiling shaders during export, the remaining space needed is estimated from the actual usage rate; if it is not enough, the export stops early with a clear message instead of filling the disk.
- Fixes: some large games being terminated on iPhone after a few minutes (verified by unit tests so far); "Install to iPhone" no longer blocked by old records after deleting S2Arm from the phone; on Mac, the keyboard no longer gets stuck after a controller disconnects.
- New diagnostic run that records per-pass rendering readings for the next session; the Mac launcher says "Install to iPad" when an iPad is selected; the graphical launcher sizes export parallelism from your cores and memory.
Before updating
Back up saves and review migration notes for your installed version. Release notes describe upstream changes, not independent compatibility testing by this site.
Read the full upstream release