Changelog
Major milestones across the Univerce project — from early architecture design through the current build. Each entry represents a significant shift, not a single commit.
2026.02.27
Feb 27, 2026
Feb 27, 2026
Artboard and media player systems shipped with save integration
Preview media player and artboard spawn workflows went live. Custom template sizes for artboards and media players now persist through the save system. Creators can preview imported video content in-editor before placing it, and their size presets survive between sessions.
Highlights
- Media player preview enables in-editor playback of imported video content before committing to a placement in the scene.
- Artboard and media player custom template sizes serialize into the save payload — no lost presets between sessions.
- User-generated content data pipeline updated to capture artboard and media player state alongside scene layout.
The first feature milestone with save integration: creators can preview, place, resize, and trust that their media and artboard setups persist.
2026.02.26
Feb 26, 2026
Feb 26, 2026
10+ interaction and editor bugs resolved
A focused bug-fixing pass addressed critical editor interaction issues: transform tab inverse effect when right-clicking, save button reliability, external media import failures, custom thumbnail rendering in builds, cursor centering after drag operations, escape key ordering, focal distance and aperture corrections, tab-to-apply behavior, and gizmo scale consistency.
Highlights
- Gizmo scale issue fixed — transforms now apply consistently regardless of object distance or zoom level.
- External media import pipeline restored — users can import images and video into artboards and media players reliably.
- Camera focal distance and aperture corrections ensure cinematic shots render as expected in the Cinematography Suite.
These fixes directly improve the core editing experience. Creators can trust that transforms, imports, saves, and camera settings work reliably.
2026.02.26
Feb 26, 2026
Feb 26, 2026
Asset compression pipeline for large binary handling
Compression and decompression scripts built for handling large binary assets that exceed standard size limits. The pipeline works across Windows and WSL environments with self-contained extraction — any developer can decompress without external tools.
Highlights
- Large content files (textures, meshes, audio) can be compressed for storage and transfer, then extracted in-place for development.
- Scripts detect the execution environment (Windows native vs WSL) and adapt paths and commands accordingly.
- Decompression is self-contained: no external tools or dependencies required beyond what ships with the repo.
The content pipeline can handle Univerce's growing asset library without hitting storage or transfer limits. New team members get a working project with a single extraction step.
2026.02.25
Feb 25, 2026
Feb 25, 2026
UE 5.7 project fully initialized — 159 C++ source files
The complete Unreal Engine 5.7 project was set up with the full source code, plugin set, and content library. The codebase includes 159 C++ source files and 159 headers across Core and Gameplay modules, plus 4 plugins.
Highlights
- Core modules: SaveSystem (7 files), UndoRedo with 13 command types, WorldChunk system, Permissions, Settings, Supabase integration, and Selection subsystem.
- Gameplay modules: Assets, Materials, Decals, Collections, Avatar, Animation, Camera, Gizmo, Weather, Points of Interest, Thumbnail Studio, and Player (with input, interaction, movement components).
- Plugins: SkyCreator (dynamic weather), Univerce_EOS_Kit (multiplayer), BlueprintDocExporter, ScreenSpaceFogScattering.
Every core system from the architecture specs has corresponding C++ implementation in the repo. The project is build-ready with the full UE 5.7 toolchain.
2026.02.25
Feb 25, 2026
Feb 25, 2026
Content library populated — 28+ asset categories
The full content library was committed: artboards, chairs, columns, frames, furniture, lights, nature, parametric shapes, partitions, pipes, plates, primitives, props, railings, roofs, sculptures, sofas, stairs, text, toys, windows, and more. Plus Megascans assets, decal textures, and material tiers.
Highlights
- Gallery-ready assets: artboards for displaying artwork, media players for video, frames, sculptures, and furniture for curating museum-like spaces.
- Avatar roster includes Sam, Soldier, CyberpunkRunner, Droid, Robot3, Fantasy Golems, and Cardboard Giant Army — each with animation sets and emotes.
- Material system ships with 5 quality tiers, automotive materials, glass, overlay materials, and Megascans surface presets for instant surface customization.
Creators have a rich starting library for building spaces on day one — from gallery furniture to character avatars to environment materials.
2026.02.25
Feb 25, 2026
Feb 25, 2026
SkyCreator weather system integrated
The SkyCreator plugin was integrated for fully dynamic weather and sky rendering. Includes volumetric clouds, rain/snow particle systems, lightning effects, rainbow rendering, material-reactive weather (puddles, wetness, snow accumulation), and a full day/night cycle with moon phases.
Highlights
- Weather FX includes rain splashes, rain ripples, snow particles, volumetric mist, and wind effects — all driven by Niagara particle systems.
- Material FX layer adds runtime puddles, wetness, snow accumulation, rain drops, rain streaks, and wind ripples to surfaces automatically based on weather state.
- Cloud shadow projection provides dynamic light functions for both sun and moon, with occlusion sampling and distance-based fog integration.
Spaces feel alive with dynamic weather and lighting. Creators can set mood through weather without leaving the editor — rain, snow, fog, and golden hour are all available at runtime.
2026.02.25
Feb 25, 2026
Feb 25, 2026
Custom UI component library and editor tools established
The in-game editor UI framework was set up with custom C++ components: blur panels, buttons, icon buttons, toggle buttons, sliders, spinner boxes, comboboxes, collapsible menus, color pickers, search bars, and experience cards. Plus the content browser, context menus, login screens, and loading screens.
Highlights
- Content browser with category tabs, camera settings panel, and imperfections/decal type browsers for contextual asset selection.
- Inventory item system with interface-driven types supporting different asset categories in the same UI surface.
- Main menu with experience cards, login flow, scene loading screens, and in-game editor overlay — all in C++ for performance.
The editor UI follows the context-driven design principle: menus adapt to the current selection and mode, keeping the interface minimal and focused on the creative task.
2025.12.21
Dec 21, 2025
Dec 21, 2025
21 implementation checklists and 5-phase build plan
Every architecture spec was decomposed into actionable implementation checklists with sub-tasks covering data model, integration, multiplayer, and testing. A 5-phase build plan defines the critical path from scaffolding through timeline integration.
Highlights
- Phase 1 (core runtime): world chunks + save system together, input contexts, player shell + camera, EOS facade.
- Phase 2 (interaction): selection + gizmo rules, undo/redo framework with base classes and stacks, inventory data structs for assets/materials/decals/avatars.
- Phase 3 (editing): asset placement/transform/delete commands, material apply, decal stamps, avatar assignment, collections grouping.
The engineering team can execute in parallel pods with clear dependencies. Each checklist traces to an architecture spec and produces auditable evidence.
2025.12.18
Dec 18, 2025
Dec 18, 2025
Full architecture doc set — 23 system specifications
Detailed architecture documents published for every subsystem in the Univerce v0 scope: from EOS networking and the save system to world chunks, gizmo interaction, decals, avatar animation, weather, timeline, thumbnails, and Supabase storage.
Highlights
- Each spec defines the data model, C++ class hierarchy, multiplayer replication strategy, and undo/redo integration for its system.
- World chunk system supports infinite world structure with chunk-based streaming, per-chunk saves, and runtime thumbnail generation.
- External media flow covers user-imported images, video, and audio with Supabase storage, permission tiers, and signed URL access.
The project moved from product vision to complete technical specification. Every system has a concrete implementation target with multiplayer and persistence contracts defined.
2025.12.05
Dec 5, 2025
Dec 5, 2025
V0 architecture published — 5 core systems and 12-week timeline
The complete v0 design shipped: project overview, experience pillars (Curated Spaces, Accessible Creation, Cinematic Sharing), technology snapshot, and a compressed 12-week schedule across 6 phases. This is the blueprint the entire build executes against.
Highlights
- Core systems: Asset System, Material System, Cinematography Suite, Multiplayer Foundation, and Command History — all designed for multiplayer from day one.
- Technology baseline: Unreal Engine 5.7 with Nanite for dense meshes, Lumen for dynamic global illumination, and Enhanced Input for editor-style navigation.
- AI-assisted coding estimated to reduce implementation time by ~35%, with daily code reviews to prevent tech debt accumulation.
This milestone locked the product scope and development approach. Every feature, checklist, and implementation decision refers back to these documents.
2025.08.21
Aug 2025
Aug 2025
Command-pattern undo/redo system designed
The undo/redo architecture was designed around UUniverceCommand with per-user command stacks and authoritative server execution. The system replicates successful command events and resulting state — not the entire stack — keeping collaborative sessions in sync without bandwidth overhead.
Highlights
- Every editing tool (assets, materials, decals, cinematography) uses the command framework rather than making destructive edits directly.
- Moderator overrides let room owners revert guest actions when necessary, with memory quotas preventing infinite histories during long sessions.
- The design supports 13 concrete command types in the current codebase: spawn, despawn, transform, rotate/flip, material apply, group, selection transform, avatar animation, environment, and asset settings.
The command framework is the architectural spine of Univerce — it's what makes multiplayer editing safe and every creative action reversible.
2024.12.15
Dec 2024
Dec 2024
Collections PRD published — batch asset operations designed
The first product requirement document for Univerce defined how builders group placed assets into collections for batch selection, transform, and duplication. The PRD covers the full lifecycle: creating collections from multi-select, editing membership, ungrouping, and deletion — all with multiplayer parity.
Highlights
- Collections maintain relative offsets between members during group transforms and duplication, accelerating large layout edits.
- Multiplayer support: ownership inherits from the current selector, commands include actor IDs for per-user undo/redo, and UI shows when another player is editing a collection.
- Every collection action (create, add, remove, transform, duplicate, delete, group, ungroup) emits a command entry for the shared history stack.
This document established the grouping contract that the Asset System builds on — every collection feature in the current codebase traces back to this PRD.