Right-click on a card → Select In Hierarchy – automatically finds and selects it in the Hierarchy panel.
Right-click on a card → View In Inspector – allows you to view and modify it in the Inspector panel.
The Transform Component and Rigidbody Component in the Inspector panel let you directly modify the card's position, orientation, rigidbody parameters, and more.
The code editor now supports custom template functionality:
Click the More (three dots) button in the upper right corner → Script Templates – this opens the code template file. Edit and save it.Newly created code files will then apply this custom template.
The following shortcuts have been added for operating card objects on the desktop:
Ctrl+A – Select All
Ctrl+C – Copy
Ctrl+V – Paste
Delete – Delete
When multiple cards are selected via box-selection, the corresponding operations will be performed in batch.
You can now add a custom default card back by placing a PNG file named Back.png in the CustomProjectDirectory/CardImages folder.
Note: This serves as a fallback. The default card back will only be applied to a card if it does not have a custom back texture set.
Two new attributes have been added to data entity classes, available for use when writing code:
The Prefab attribute can be used to mark data entity classes that can be dragged from the Data Panel onto the desktop to generate corresponding game objects.
The passed parameter is the storage path of the prefab. The path shown in the figure below is the default storage location for card prefabs. You can add more custom prefabs by importing asset packages.
The Image attribute can be used to mark data entities that can display icons or illustrations in both the Data Panel and on the desktop. The decorated field represents the ID of the illustration.
VI. Miscellaneous
Updated the ORM framework.
Removed some redundant code.
Fixed several known issues.