Release Notes 1.67.0
What’s new
Section titled “What’s new”Content Development
Section titled “Content Development”Player CLI improvements
Section titled “Player CLI improvements”The Player command line arguments have had a complete overhaul. They now support several new things:
- Viewing all command line arguments through
--help. - A lot of previously hidden command line arguments have been made public.
- All player command line arguments can now be set through a config file, using
tomlsyntax. - All command line arguments are now more flexible in terms of syntax, for example accepting
--arg value,--arg=value,--arg="value", etc.
WebP images support
Section titled “WebP images support”Gameface can now load and use images with WebP format. The support is limited to simple images without filters and animations.
Unreal Engine
Section titled “Unreal Engine”Multi Touch support for UMG Widgets
Section titled “Multi Touch support for UMG Widgets”The MultiTouchEventsHandling option of the UMG Widgets indicates whether Touch events (Touch Down, Touch Move and Touch Up) should be gathered and handled by the UI together at the end of the Input frame or separately - one by one.
Please note that Multi Touch events handling will have a side effect on the input propagation as we can no longer check whether the UI handles every single touch or not, because events are processed later in bulk.
Custom Effects feature support for UMG Widgets
Section titled “Custom Effects feature support for UMG Widgets”The Custom Effects feature can now be used with UMG Widgets, which includes both HUD Widgets, and Widgets attached to an Actor as a component.
Migration guide
Section titled “Migration guide”Separating Mobile and PC packages
Section titled “Separating Mobile and PC packages”Introducing new Mobile packages
Section titled “Introducing new Mobile packages”We've removed the Android and iOS libraries and samples from the common packaging, thus significantly reducing the size of the Gameface PC packages.
By splitting them into a separate Mobile package, we make sure you can download only what you need. From now on, you can treat the new Mobile packages in the same way you treat the console packages.
This is done for all of our package types, namely:
- Native fragments
- Unity 3D UPM packages
- Unreal Engine zips and installers
Player CLI improvements
Section titled “Player CLI improvements”The Player config file is now in toml format (previously json) and all command line arguments are now configurable through it (previously, only coui-root and fonts were configurable). The Player's default Config file is already converted to the new format and does not require changes. However, if you had any custom changes to your Config file, they would need to be ported to the new toml syntax.
An example on how to use the new coui-root and font registration, see the Player's provided Config file, which can be found at <package_root>/Player/Config.toml.
Pixel Shader Changes
Section titled “Pixel Shader Changes”Changes in shaders
Section titled “Changes in shaders”If you rely on custom shaders, the pixel shader additional flags in CohCommonPS.ihlsl should be updated with the following new values:
static const int PSAF_GammaTextureSpace_0 = 0x10;static const int PSAF_GammaTextureSpace_1 = 0x20;The newly introduced flags PSAF_GammaTextureSpace_0 and PSAF_GammaTextureSpace_1 specify whether the shader should manually perform a Linear-to-sRGB color space conversion for texture slots txBuffer and txBuffer1, respectively. This conversion is intended to be applied after sampling textures that store color information, rather than non-color data such as signed distance fields. For example:
float4 source = SAMPLE2D(txBuffer, input.Additional.xy);if (IS_SET(int(perCommandData.y), PSAF_GammaTextureSpace_0)){ source.rgb = LinearToSRGB(source.rgb);}...float4 source1 = SAMPLE2D(txBuffer1, input.Additional.xy);if (IS_SET(int(perCommandData.y), PSAF_GammaTextureSpace_1)){ source1.rgb = LinearToSRGB(source1.rgb);}Changelog
Section titled “Changelog”Version 1.67.0
Section titled “Version 1.67.0”| API | Added linear to sRGB color space conversion in shaders |
| Feature | Added support for |
| Feature | Added support for WebP images |
| Feature | Added support for the |
| Feature | Added support for the |
| Feature | Added |
| Feature Unity | Added support for .Net objects to be used as models for the data binding in the Unity3D integration |
| Feature Unreal Engine | Added Custom Effects support for UMG widgets |
| Enhancement | Optimized text shadows rendering. The default size for the shadow cache is reduced from 8 to 1 to save GPU memory. A performance warning has been added to indicate when the cache is full |
| Enhancement | Moved the computation of blur weights to the GPU to improve CPU performance |
| Enhancement | SIMD instructions are now utilized in the rendering library to improve CPU performance |
| Enhancement | Added CPU visible buffers in DirectX12 for better performance and reduced GPU memory usage |
| Enhancement | Added support for skew transforms on clipped or masked SVG elements with |
| Enhancement | Added support for |
| Enhancement | Added support for custom CSS expressions with |
| Enhancement | Added support for custom CSS expressions for |
| Enhancement | Added |
| Enhancement | Added support for using textures in linear color space with the SDR gamma rendering pipeline |
| Enhancement | Enhanced configuration support for the player - all options can now be configured with a |
| Enhancement | Split Android and iOS platforms to a separate mobile package for native, Unreal and Unity |
| Enhancement | Improved multithreaded performance of the Sony PlayStation 5 samples by using the standard allocator |
| Enhancement | Added errors for invalid |
| Enhancement Unreal Engine | Added logging of errors when the |
| Enhancement Unreal Engine | Added multi-touch support for UMG widgets |
| Enhancement | Added gamepad and keyboard input to the Manager UI sample |
| Enhancement | Enhanced logging for invalid css custom expressions to include the faulty expressions |
| Fix | Fixed a large memory spike caused by a single allocation during processing of rendering commands |
| Fix | Fixed cutting parts of some SVG images |
| Fix | Fixed applying |
| Fix | Fixed edge cases for transformed content using SVG clipPath or mask references |
| Fix | Fixed an assert when adding non-SVG elements inside the SVG DOM |
| Fix | Fixed using selectors before the |
| Fix | Fixed garbage collection of CSS animations when firing animation events |
| Fix | Fixed CSS transitions of |
| Fix | Fixed a potential deadlock during system destruction |
| Fix | Fixed a changing SVG images with |
| Fix | Fixed incorrect memory counters in the profiling API |
| Fix | Fixed the calculation of the peak usage bytes for constant buffers |
| Fix Unity | Resources requests are now thread-safe and handled on the main thread |
| Fix Unity | Fixed accumulation of Live Views in Unity3D |
| Fix | Fixed a crash when using latest |
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