Hey players,
Update v1.45.1 is now available. With this release, Beat Saber moves to a newer version of Unity, which keeps the game on a supported engine version and gives us a better foundation for future updates.
This update also includes a range of bug fixes across platforms, covering rendering and mirror settings as well as a long list of Level Editor improvements for our mapping community.
Read the full release notes below.
See you on the leaderboards!
RELEASE NOTES:
- Updated: Upgraded the game to Unity 6000.3.19f1
- Fixed: Audio corruption when exiting the Credits to the help screen
- Fixed: Bloom and fog stereo rendering was broken on Bigscreen Beyond
- Fixed: Higher frametimes and GPU usage
- Fixed: Lattice environment lasers were missing on high and medium mirror settings
- Fixed: High and medium mirror presets with no bloom failed to display obstacles
- Fixed: High and medium mirror presets displayed incorrect colors with bloom enabled
- Fixed: Render scale setting did not work correctly
Level Editor:
- Added: All Axes Toggle button, forcing all new group events to use all axes by default
- Updated: Index Filter inputs now clamp to valid ranges, the Limit field shows a percent sign, and fields accept scroll input
- Fixed: V1/V2 Ring Rotation and Ring Zoom did not work
- Fixed: Wrong song name and difficulty displayed in playmode
- Fixed: Various icons and text had incorrect styling
- Fixed: Game view was headlocked when FPFC was disabled in the Playback section within Recording
- Fixed: Play test kept pausing when FPFC was on and no headset was connected
- Fixed: Arc preview rendered at a different height than the placed arc
- Fixed: Half Jump Duration value and beatline did not adjust with vNJS changes
- Fixed: The overdraw debug readout was stuck at -100%
- Fixed: Advanced HUD timing values were incorrect
- Fixed: Mirroring a selection moved the arcs but left their attached notes and chains behind
- Fixed: Move to object did not work inside a group event box
- Fixed: Notes and objects could still be placed on the grid while in a lighting event mode