Release Notes 1.64.0
Migration guide
Section titled “Migration guide”Backend changes
Section titled “Backend changes”In this release, we have added the possibility to resolve a multi-sampled stencil texture region directly to a 1x MSAA color texture. Custom backend users have to implement the following:
- A command
BC_ResolveAndCopyStencilRegion, which resolves the stencil of a source depth-stencil texture onto a 1x MSAA destination texture (e.g. by using a compute shader) - A newly added backend capability
SupportsDepthStencilResolveindicating whether the backend supportsBC_ResolveAndCopyStencilRegion - A new
Texture2DpropertyIsUnorderedAccessEnabledwhen creating color textures, which indicates that the texture should be bindable as a "random access texture" - A new
DepthStencilTexturepropertyIsShaderResourcewhen creating depth-stencil textures, which indicates that the texture could be sampled from in a shader - The render target could be an invalid handle now, indicating that only a depth-stencil resource should be bound
Changelog
Section titled “Changelog”Version 1.64.0
Section titled “Version 1.64.0”| Feature | Optimized |
| Enhancement | Improved error message for |
| Enhancement | Improved performance of |
| Enhancement | Modified the Components sample to use Shadow DOM |
| Enhancement | Optimized layout for deep DOM structures with automatically sized children |
| Enhancement | Optimized text layout performance and memory usage |
| Enhancement | Improved error messages when data binding expression fails to parse or compile |
| Enhancement | Added support for multiple keyframe rules with the same name |
| Enhancement Unreal Engine | Added a delegate for mouse wheel event in HUD setups |
| Enhancement Unreal Engine | Added sharing of depth stencil textures for views with compatible dimensions to save texture memory |
| Enhancement | Refactor backends to standardize the storing of GPU objects |
| Enhancement | Added profiling data and documentation for handling bad cases for the flex layout algorithm |
| Enhancement | Added the possibility to directly resolve a multi-sampled stencil texture region to |
| Fix | Fixed child element transitions not triggering after the hidden parent becomes visible |
| Fix | Updated the TypeScript definitions for the |
| Fix Unity | Added |
| Fix Unity | Fixed Unity 6 treating UPM packages as experimental |
| Fix | Disabled emitting of some profile events when |
| Fix | Fixed a visual artifact when applying backdrop filter to the whole viewport |
| Fix | Fixed visual artefacts of left over text when changing the text dynamically in an inline container |
| Fix | Fixed crash when accessing unreachable array element with the safe binding enabled |
| Fix | Fixed animations sometimes failing to pause or wrongly resuming |
| Fix | Keyframe rules no longer pass the shadow DOM boundary |
| Fix | CSS animations now stop once their keyframe rule is removed |
| Fix Unreal Engine | Fixed unsafe access of texture when texture draws tracking is enabled on console platforms |
| Fix Unreal Engine | Fixed issues when recording screenshots with Inspector profiling |
| Fix Unreal Engine | Fixed assert when resolving |
| Fix Unreal Engine | Fixed a crash on older android devices related to unsupported shader buffer sizes |
| Fix | Fixed cases where scissor rect would be bigger than than the viewport |
| Fix | Fixed a crash when |
| Fix | Fixed a crash when a precompiled script throws an exception |
| Fix | Fixed binding of nested maps and arrays when safe binding is enabled |
| Fix Unreal Engine | Fixed assert during shader compilation on Mac OS when |
| API | Added a new |
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