Hello, developers!
I’m excited to share Faun Engine — Update 1.1.0, available alongside the engine’s launch!
This update expands the tools you can use to build your games, from shaping landscapes and creating visual effects to organizing gameplay data. I’ve also worked on the everyday experience of using Faun, improving asset previews, animation editing, material workflows, and editor responsiveness.
Here’s what you can explore in 1.1.0.
Shape your worlds
Create landscapes with reusable tiled terrain assets, sculpting, smoothing, flattening, and a 20-slot texture painting palette. Heightmap import and export, distance-based terrain detail, and collision support for CharacterControllers and 3D Rigidbodies help bring those environments into gameplay.
The new Water3D component adds ponds, lakes, pools, and seas, with Realistic, Stylized, and Retro presets. Adjust depth-based colors, animated ripples, reflections, shoreline foam, refraction, and optional mesh waves to suit your scene.
Give your game its own look
Custom HLSL shaders now support meshes, sprites, procedural skies, vertex animation, additional rendering passes, and full-screen post-processing effects.
The standard material gains Metallic, Smoothness, Height, Occlusion, and Emission maps, alongside improved texture assignment and material previews.
New baked and realtime reflection probes, a configurable fog system, and Screen-Space Ambient Occlusion give you more control over reflections, atmosphere, and depth. The particle system adds configurable emission, motion, curves, billboard and mesh rendering, and Smoke, Sparks, and Dust presets.
Build reusable gameplay data
ScriptableObjects are now part of Faun. Create reusable C# data assets for things such as item definitions, character stats, abilities, and game settings. Assign them through typed Inspector fields, drag-and-drop, or searchable pickers.
Support includes nested data, collections, runtime cloning, lifecycle callbacks, Undo/Redo, script-reload recovery, and automatic export dependencies. Documentation and downloadable examples are included to help you get started.
Bring characters and animation to life
Imported FBX and glTF/GLB models now support blendshapes, with per-instance weights and animation through clips and Animator Controllers.
I’ve also redesigned the Animator Controller and Animation Clip windows with cleaner layouts, clearer playback and recording controls, searchable tracks, and improved timeline navigation.
Spend less time on setup
This update brings several improvements to everyday editing:
First- and third-person controller templates with cameras, movement, sprinting, jumping, and collision.
Material, image, and model thumbnails, plus resizable Inspector previews.
Searchable material and texture pickers, improved drag-and-drop, and a viewport color eyedropper.
V-key vertex snapping, Wireframe view, and Game view resolution controls.
Configurable Hierarchy rows and activation shortcuts, alongside expanded keyboard and mouse support.
Application.OpenURL, allowing scripts to open websites, email links, and registered URL protocols.
Improve the experience from editing to export
I’ve reduced redundant work in the Inspector, Project Browser, asset refresh pipeline, and preview systems to improve responsiveness.
This update also improves rendering consistency between Scene View, Game View, and exported games, strengthens export protection, and expands asset dependency filtering to help keep builds smaller.
The documentation has grown alongside these features, with more guides, API references, and practical examples.
I’d love to see what you build
Whether you’re experimenting with a shader, shaping your first terrain, or putting together a playable prototype, I hope these additions help you take your ideas further.
Share your creations, feedback, and bug reports in the Community Hub. As Faun’s solo developer, hearing how you use the engine helps me understand what’s working and where I should focus next.
Thank you for supporting Faun Engine.
Let’s make games!
— Pedro Verpha
