Changelog

Release Notes

New features, thoughtful improvements, and fixes. See what's changed in GhostPoly.

Earlier entries describe the product as it was released. For current workflows, see the Studio guide.

v2.12.1

Latest

The Studio Agent runs on one model, and the servers run on the latest Node.js security release.

  • One Agent model: every Agent turn runs on the same model, so there is no mode to choose. Conversations started in Flash carry on where they left off.
  • Security: the app and its servers run on Node.js 24.22.1, with the October 2026 fixes for compressed data and certificate checks.

Build BIM from PDF drawings as well as DWG, with walls by type, doors and windows, construction phases and clash checks, and run your apps at the screen they were made for.

  • PDF drawings, checked like DWG: dimensions in vector PDFs are read and tagged, so a spec can name one by its tag and page and the engine reads it from the drawing each time it checks. Your agent can also look at a drawing with its tags off.
  • Walls by type, with doors and windows: walls take a type of layers, each drawn in its own material, can change type along their run, and have door and window openings cut through every layer. Quantities take the openings out, doors and windows are counted by type against the schedule, and the IFC carries each layer and opening.
  • Construction phases: objects and parts take the phases of the works they stand in. Checks run in each phase, so what stands too early or too late is caught where it happens, and your agent can capture each phase. In the Studio, Phase beside Display shows the scene as it stands in any phase.
  • Clash checks: scene checks report where placed elements pass into each other and by how much, and machine parts that stand apart from their body or come apart as a joint moves.
  • Alignments and levels: roads and bridges keep their alignment in the scene, elements are read by station, and the IFC carries IfcAlignment. Specs check the elevation of a part's bottom, middle or top against the drawing.
  • Apps at their own screen: a scene sets the screen its app is made for, fitted or responsive. Play, shared links and builds follow it, the size menu beside Stop shows it at a phone's or any test size, and page checks run at each size.
  • A cleaner, more realistic Studio: a ViewCube turns the view, Stats sits in the Display menu, large grids read in metres, and Play gives your app the whole screen. Views gain ambient occlusion, crisp shadows across wide sites and daylight with natural shade.
  • Folders inside folders: your agent nests Assets folders and moves project files and folders, and every scene, script, prefab and import that points at them follows. The Studio shows them as a tree, as Unity's Project window does.
  • Plans checked before they play: simulation scripts can check a plan's coming steps, with other machines placed and finished work shown as if, and a crane luffing, telescoping and hoisting as it slews, without moving what you see.
  • ghostpoly.com in Korean: a Korean home page for construction teams, and pages that search engines and AI answers can read.

Build and review BIM from drawings with clearer drawing references, fewer false warnings, and one place to organize your project's assets.

  • Drawing references that last: DWG and DXF dimensions have stable # tags. Your agent can find named sheets, ask about one sheet at a time, and recognize dimensions drawn as separate lines and text.
  • Check drawings against the model: checks report how much of the model each laid drawing covers. Your agent can capture the view of that drawing to compare its lines with the model.
  • Better BIM construction and measurement: sloped foundations and wing walls can be built as single members, and skewed walls follow their drawn direction. Quantity and distance checks handle these shapes more accurately; touching parts and members placed at site coordinates produce fewer false warnings.
  • One Assets tree: organize models, prefabs and original files together in folders, filter by type, and move them through Studio or your agent. The Hierarchy uses clearer icons for placed objects.
  • Easier file review: PDF and drawing previews share pan and zoom controls. Agent instructions are shorter and lead with the tools needed for the work at hand.
  • More reliable edits: uploaded files keep the uploading agent's name in history, empty scenes can be read before the first model is placed, and a stopped build worker reports what failed and how to continue.

Review your agent's BIM the way BIM reviewers do: count and color its elements, lay the drawings under the model, and tell your agent what to fix about everything you picked.

  • Elements table and Color by: a scene's building elements in one table with their class, type, mark, material, phase and measured quantities, and totals to set against the bill of quantities. Rows and the view select each other, as in Revit's schedules and Navisworks' selection tree; filter the table, keep what is selected, or take it away as CSV. Color the model by class, type, material, phase or missing information. A quantity measured on a mesh made lighter on import shows how far it may be off.
  • Drawings under the model: your agent lays a drawing's plan or section where the model stands and at its scale, faded so the model reads over it. Show or hide it from the Hierarchy, set its fade, and face it straight on. It is there for review only: Play, shared links and Builds leave it out.
  • Specs read the original drawing: a spec value can point at a dimension of a DWG or DXF in the project, so the check reads the drawing itself; replace the drawing with a revised one and the check follows it.
  • Drawings in Files: a DWG or DXF opens as its drawing in Files. Pan with the wheel held down and fit it with a double press of the wheel, as in AutoCAD. A drawing once read answers the next question without reading it again.
  • Tell your agent about several things: select several objects or parts and your agent reads every one of them; when you pick more than it can list, it reads how many of each class and type you picked.
  • Cleaner IFC: elements built alike share one IFC type, so a bridge's 120 bearing pads are one type rather than 120. Elements and spatial structures carry classification codes in any system, such as Uniclass, a national system or your client's list, exported where BIM tools read classification. Parts built touching no longer fail their checks as passing into each other.
  • Built where you can see it: building from drawings, your agent lays the drawing first and places each element in the scene as soon as it builds, so whatever is done is there to review.
  • Agents keep working after an update: an agent whose tool list is older than GhostPoly's still sends what the tools take now, and can read each tool as it is today.
  • Grid in m or mm, View asset up top: click the grid's unit to switch between m and mm, and View asset now sits at the end of the Inspector's name row.

Your agent now builds BIM: what it models carries what each part is and how much of it there is, exports to IFC for the BIM tools you already use, and reads your drawings the way they are drawn.

  • BIM and IFC export: assets say what each part is (IFC class, type, material and properties), scenes add marks, construction phases and the site, building or bridge structure, and the engine measures volume, area, length and weight. Export IFC4 for buildings and IFC4.3 for bridges, roads and rail from the scene menu or through your agent; the file opens in BIM viewers with its classes, properties and quantities. IFC export is part of Core and Pro; every plan sees and checks its BIM in the Inspector.
  • Drawings read as drawn: a dimension in a detail drawn at another scale reads the value the drawing shows, with the two points it measures. Angular dimensions read in degrees, and long road arcs keep their ends within a thousandth of a millimeter. Vector PDF drawings read like DWG: lines, polylines and text on their layers, calibrated to drawing units.
  • A ruler for review: measurements stay in the view with their values until you clear them. Ends snap to corners, edge midpoints, hole centers and the foot of a perpendicular; Tab cycles the snaps, and H, X, Y and Z lock the next point. Pick two objects for their shortest distance.
  • Clearance in scripts: scripts ask how near two things come and what lies within a distance, and try a lift's poses before it moves to find the first contact and the tightest clearance.
  • Shared modules: assets and scripts import the project's modules under lib/, so a survey datum or a skew is written once, and changing a module rebuilds what uses it.
  • Inspector, review first: the Inspector answers in the order you review a selection: its name, its placement, a read-only summary with its size and checks, then only the components the scene sets.
  • Large models: a model of half a million triangles is inspected whole, so a large crane that used to run out of memory now reports. Runs and checks wait for a busy asset build instead of leaving the asset out.
  • Honest precision: a model made lighter on import records how far each mesh actually strays from the original, measured rather than assumed, and the ruler, clearance answers and BIM quantities show that ± where they touch it. Models imported as they are read exact.
  • Asset folders: your agent arranges models into folders as a project grows, such as abutments, girders and equipment. Assets shows them in the Models and Motions lists, and Move to puts a model in another folder.
  • Lighter to open: shared links and the Studio no longer download the 3D renderer for material previews with every page, and the site loads only the newest release note.
Archive

Older releases

49 earlier releases, grouped by year.

202649 releases · v2.8.0 to v0.1.0

Your agent now reads DWG drawings directly, and checks, runs and large construction scenes tell you more and slow down less.

  • DWG and DXF drawings: upload a .dwg or .dxf drawing as a project original (up to 16 MiB). Your agent reads its layers, layouts, units and extents, asks for text, lines, polylines, arcs, circles, blocks and dimensions with their drawing coordinates, and can look at a picture of one region. Korean text and dimensions drawn in millimeters with meter labels read correctly.
  • Where a part stands: scripts read where a part or an object stands in the world with where(): its position, its rotation and whether it is shown. Ropes, hooks and markers can follow a boom tip without copying the model's joint math.
  • Checks that say why: when a check or run cannot do what it reports, it says why: a script that stopped in its first second, a check that could not finish after a save, or a view it could not draw. A run or check gets 45 seconds in all, with getting ready timed apart from the steps.
  • Slow Play: when Play is too slow to draw ten frames in two seconds, Console says so with what each stage costs, and your agent's Play turn reports the same. A line given the same points is no longer rebuilt every frame.
  • Large scenes and models: a script's ray now checks only what lies near its path, so its cost no longer grows with the size of the scene. Models with many meshes wait their turn to load instead of failing as busy, and large equipment FBX files, such as a 20 MB crane, import and are reduced.

Select and review assembled models together in the same View asset workspace.

  • Scene selection: drag a rectangle to select multiple objects. Shift or Ctrl / Cmd adds to the selection.
  • Assembly review: select several models or their parent group and choose View asset. Their Scene placements stay together for reviewing parts, dimensions, wireframe and measurements, without merging assets or changing the scene.
  • View asset selection: left-drag a rectangle to select multiple parts, including in read-only assembly review. Select through includes hidden meshes; turn it off for visible meshes only. Right-drag still rotates the view.

Build larger game scenes, try joints without changing the saved model, and follow the Agent's work in conversation order.

  • Game scenes: scripts can create more copies, dynamic physics bodies, emitters and lines, and issue more ray, physics and effect requests without the previous count limits. Memory, execution time and drawing budgets still apply; larger scenes still need to fit the device.
  • Joint Preview: joints return when you release a slider. Lock a joint to keep a trial pose, or use Reset to unlock every joint and return to the model as built. These previews do not change the saved model. Reach and Check range have been removed from the model viewer.
  • Model viewing: moving joints stay within the view's depth range as you drag them.
  • Agent chat: replies, tool activity and instructions appear in the order they happen. Reading earlier messages keeps your scroll position as new activity arrives.
  • Pro storage: Pro now includes 100 GiB of storage, up from 30 GiB.

Pro now includes five times the monthly credits of Core.

  • Pro: $100 per month or $1,000 per year, with 16,000 credits each month. Annual credits reset monthly.
  • Early Supporter: Eligible first payments are $50 monthly or $500 annually. Renewals use the regular price.
  • Checkout: Subscription prices are checked against Xsolla before checkout opens, and outdated checkout quotes are replaced.

Credit packs now use one simple rate: 100 credits per dollar.

  • Credit packs: $10 buys 1,000 credits, $30 buys 3,000, and $100 buys 10,000. This applies to new credit grants; credits already in your balance stay unchanged.
  • Subscriptions: Core still includes 3,200 credits a month and Pro 9,600.

More Studio Agent credits for the same price, and the Agent spends fewer of them changing what it already made.

  • More credits: Core now includes 3,200 credits a month instead of 2,000, and Pro 9,600 instead of 6,000, at the same prices. Credit packs give 1,400, 4,400 and 15,000 credits for $10, $30 and $100. Current subscribers get the new monthly amount from their next monthly grant.
  • Edits over rewrites: the Agent changes a model or file that exists by sending only the pieces that change, also when it fixes what the pictures show, instead of writing it whole again. Your own coding agent is told the same when it rewrites a whole model that mostly stayed as it was.
  • Default look: with no look named and no other models in the project to match, a model gets a simple, stylized look of rigid parts, which suits how GhostPoly models move on their joints. A look you name, realistic included, still comes first.
  • Fixes: heavy CAD parts imported from STL no longer look crumpled while the view zooms.

Give the Studio Agent a link: it reads public web pages and GitHub repositories, and brings public models, images, sounds and data into your project with their source and license.

  • Links: the Agent reads a public page or GitHub repository, its license, file list and README first, and says which values came from it.
  • Public files: the Agent brings in a public file with the license its source states. A model becomes an asset; an image, sound or data file goes to Files, with its address and license kept beside it.
  • STL and OBJ: drop an .stl or .obj on Assets, or have your coding agent upload one. An STL is read in millimeters with Z up, an OBJ in meters without its .mtl materials.
  • Choosing a mode: the mode menu says what each mode is best for: Flash for making 3D assets, Power for long, complex coding.
  • Credits: Flash is now charged at Gemini's list price instead of an introductory rate, so a Flash turn uses about twice the credits it did. Power is unchanged.
  • Shared links: anyone viewing a shared link can report it from the flag in its corner. On Free, a link comes down 30 days after it is first published; Core and Pro links stay up.

Ask for the look you want, realistic included: a model holds up to 500,000 triangles and 2,048 px textures, and a scene counts each model once however often you place it.

  • Any look: the Agent and your own coding agent build each model in the look you name, realistic, stylized or blocky low-poly, instead of keeping every model low-poly. With no look named, a model matches the project's other models.
  • Bigger models: a model holds up to 500,000 triangles, five times as many as before, with textures up to 2,048 px. GLB and FBX imports are lightened only past 450,000 triangles.
  • Bigger worlds: a scene holds up to 1,000,000 triangles, each model counted once however often it is placed, so a world built from repeated pieces is no longer refused.
  • Out of credits: when the Agent cannot start for lack of credits, a card above the input says why and offers buying credits or connecting your own coding agent, which builds here for free. Free trial credits come once per person.
  • Live data: read any weather service through a REST connection, with your key in a Secret. A sun is placed by latitude and longitude.
  • Fixes: the project name, logo and menus over the Scene view stay readable on a bright sky in either theme, and captures of screen pages draw Korean text.

Edit on a tablet, play and check a project on a phone, and take a model's motions to Unity and Roblox Studio as an Animated FBX.

  • Tablet editor: a tablet opens the whole editor: Hierarchy, Inspector, Assets, tools, Code, Settings and Console. The Hierarchy and the Inspector fold from the two ends of the header.
  • Touch: on a touch screen, buttons and menu rows are sized for a finger, a finger moves, turns and scales parts with the gizmo, two fingers pan and zoom, and a tapped asset offers Place and Open.
  • Phone: open a project to play it on the whole screen, read its Console, share it and ask the Agent. One More options menu in the header holds the rest.
  • Animated FBX: Export has an Animated FBX beside Animated GLB. Each motion becomes a take that Unity and Roblox Studio import as an animation clip with its name and length, with every moving part on a bone. Blender opens each take as an action.
  • Export models: exporting every model as FBX includes their motions too, in each model's -motion.fbx.
  • Lighter FBX: each mesh lists only the bones it follows, so rigged and animated FBX files are smaller.
  • Roblox Studio: every part of an Animated GLB or Animated FBX moves there, the first one included, and parts that share a name each keep their own motion. An Animated GLB whose parts sit in unnamed groups no longer closes Roblox Studio. Animated FBX faces Roblox's front, so it suits characters.
  • Fixes: after you stop Play, moving the mouse no longer keeps turning the Scene view.

Steer the Agent while it works, get deleted projects back, grade a scene's colors, lay a model's parts by hand, import FBX from Blender, Maya, 3ds Max and Mixamo, and take models to Roblox Studio as they look and move.

  • Talk while the Agent works: send instructions during a turn. Enter queues one for the Agent's next step and Ctrl+Enter applies it now; waiting instructions sit above the input, and applied ones appear where the Agent took them. Stop keeps them for your next message, and each answer shows how long its turn took.
  • Recently deleted: a deleted project waits 30 days at the bottom of Projects. Restore brings it back with its files, assets, history and Agent chat; Delete forever ends it at once. Its published links come down when you delete it.
  • Color Adjustments: add Color Adjustments in the Scene Inspector to set the whole view's exposure, contrast, saturation and color filter, in the Scene view, Play, shared links and builds. Scripts can change them while the scene runs.
  • Lay parts by hand: in View asset, move, rotate, scale or delete a model's parts with Undo. Your layout is saved and kept when your agent writes the model again.
  • FBX import: drop an FBX into Assets, or let your agent upload one. Models from Blender, Maya, 3ds Max and Mixamo come in at their real size with their materials, and rigid models keep their clips; bending characters come in as a still pose. A model can be imported again at another unit's scale or with its base at the origin.
  • Export to Roblox: Roblox Studio imports a GLB or Animated GLB with its part names, colors, metal, glass, glow and motions, and an FBX with its shapes, names and colors. Set Scale Unit to Meter in its Import 3D window.
  • Livelier clips: the Agent's walks and idles use whole leg chains, follow-through and uneven timing without being asked, and one part can turn and move several ways in a clip.
  • Assets: play a sound from its tile without opening it, by hover or Space. Motion clips show a clip icon.
  • Inspector: X, Y and Z share one row, and each choice such as Parent, Script or Physics stands on its own row, with explanations on hover.
  • Faster scenes: scenes with many assets build on up to three workers and compile their scripts at the same time, crowds playing recorded clips cost about half as much to pose, and scripts can follow the ground of a large terrain.
  • Sharper close shadows: shadows near a third-person camera stay crisp.
  • Files: right-click an image preview to download it under its own name or copy the image.
  • Fixes: switching projects no longer keeps every opened project in memory, and a model GhostPoly exported comes back with the parts it had.

Choose Flash or Power in Studio Agent, make light glow and shaders move, and get sharper shadows, faster Play and cleaner model imports.

  • Flash and Power: switch modes below the chat input when the Agent is idle. Both modes use the same conversation and Credits balance.
  • Agent at work: Stop answers at once, and the turn's credit usage shows plainly. While the Agent works, scene and code edits wait so the two of you never write over each other; Assets still open, search and preview.
  • Agent Play in the background: your agent's Play test keeps running when the Studio tab is behind another tab or window. Its saved progress is its own and never touches yours.
  • Bloom: add Bloom with nothing selected in the Scene Inspector to make light brighter than a threshold glow, such as neon, screens and fire. It shows in the Scene view, Play, shared links and builds; scenes without it draw and cost as before.
  • Shaders that move: a shader can animate with the scene's time, and each placed object can give its shaders its own values, set in the Inspector or from a script.
  • Sharper shadows: the sun's shadow now fits what the camera sees, so close-up shadows stay crisp in large scenes.
  • Faster Play: game scenes draw in far fewer calls, since materials that differ only by color share a batch, and long runs spend less time each step.
  • Your own cursor: an app can show its own mouse cursor from a PNG in Assets, and its scripts can change or hide it.
  • Better model imports: drop a GLB together with the images it keeps beside it to import its textures. The import card shows the model's size and origin, with other units' scales when the size looks far off. Images on exported GLB files now face the right way up.
  • Fewer false warnings: terrain, water and floors no longer count as broken open surfaces, and agents can ask for the ground height under any point of a scene.
  • Agents see your images: your agent can open an image saved in Files again, without attaching it to the chat.
  • Tidier Hierarchy: what hangs from an object folds away under it, and long groups and placed prefabs start folded.
  • One Docs destination: open Guide and Release Notes from the shared Docs menu on desktop and mobile. Existing section and release links still work.
  • Simpler public pages: remove the signup-credit feature line from Pricing and the extra Privacy settings button from the footer. Privacy choices remain available from the Privacy page and Profile.

Keep track of your Studio Agent while the chat is minimized, and leave a running project with a clear choice.

  • Visible activity: a thin rotating ring around the minimized Agent button shows when it is working. The ring disappears when the run completes, fails or stops. Reduced-motion settings use a static ring and status dot.
  • Clear project exits: leaving a project while the Agent is working offers Go back or Leave anyway, with a reminder that the run and credit usage continue until you stop it. Keep the project open for Play testing.
  • Status stays connected: minimized or hidden chat continues receiving the current run's updates, including when you reopen a project with an active run.

Create compact MP3 sounds with your agent, keep Play diagnostics after stopping, and follow releases from the website and What's new.

  • Agent-generated sound: your agent can now synthesize sound from a saved project script into an MP3 original, then connect it to your scene for playback. Generated sounds are limited to 120 seconds and 2 MiB, using 96 kbps mono or 128 kbps stereo.
  • Your audio stays supported: upload MP3 or 16-bit PCM WAV originals, preview them in Assets, and include referenced sounds in shared links and app builds. Uploaded WAV files keep their original bytes.
  • More room for your scene: the Scene viewport now extends behind floating Studio panels.
  • More useful Console: stopping Play keeps the last run's diagnostics visible until the next run or a scene change.
  • Clearer Motion warnings: model edits no longer trigger a generic warning. Missing parts and joint-range problems still appear, and individual warnings can be dismissed.
  • Materials guidance: the agent guide now includes working Toon and custom shader examples, with supported uniforms and export limits explained.
  • Release Notes are back: browse current and archived releases from the site menu. What's new links directly to the latest release, alongside service notices.

Studio Agent brings an integrated coding agent to GhostPoly, alongside free access for your own agent through MCP.

  • Build and edit models, scenes, scripts and screens in one project, then run them in Studio and share a link or build an app.
  • Work with the built-in Claude Studio Agent using a single Credits balance, available through plans and credit packs.
  • Previous in-app generation controls are replaced by Studio Agent. Existing legacy balances are preserved in Agent Credits.
  • Continue using your own coding agent through MCP, with the same project files, scene tools and runtime checks.
  • Added Motion: describe an action to generate or refine animations for your model, with or without joints.
  • Replaced the Rig tab with Motion. Existing Add joints and joint editing are available under optional Joint setup.
  • Switch between Refine and Motion in the shared prompt box, and choose a saved motion to refine it.
  • Preview motions with play/pause, scrubbing and looping. Adjust Speed during playback without restarting, and select parts in the Hierarchy or viewport while they move.
  • Save, rename, duplicate and delete motions in collapsible cards with controls, Speed and playback. Global Loop and model-change warning settings stay outside the cards and do not change saved motion or export settings.
  • Export saved motions as Animated GLB or Three.js + Motion. Generating or refining a motion costs 100 credits; playback, joint setup and export use no extra credits. Existing export plan limits apply.
  • Improved sign-in and sign-up recovery with clear reload and support options when authentication loads slowly or fails.
  • Fixed optional email preferences blocking access while saving; you can now continue without choosing, even during a delayed request.
  • Fixed delayed preference responses affecting another signed-in account after switching accounts.
  • Fixed a security policy that could prevent CAPTCHA from loading during account access.
  • Fixed Studio opening delays while checking for a newer deployment.
  • Improved Refine for models with joints: confirm joint removal before starting, while preserving the original rigged model in version history.
  • Improved modeling guidance for bending forms with separate, closed box segments and attachment pivots.
  • Fixed generation admission when provider quota is unavailable, before credits are reserved.
  • Improved Studio UX on phones and compact screens, including a steadier model viewport, cleaner reference-image generation, and better mobile navigation.
  • Improved Hierarchy editing with clearer Group/Mesh structure, inline renaming, more flexible grouping across selections, and better visibility for selected meshes.
  • Improved Materials editing with procedural Pattern controls and clearer multi-selection behavior when several materials are in use.
  • Improved Account and billing flows with easier settings navigation, direct payment-method management, safer checkout retries, and less friction when deleting an account.
  • Updated the Free plan to 200 monthly credits and 10 total projects including demos; credit packs and asset export are now available on Core, Pro, and Max.
  • Improved in-progress AI generation recovery across server restarts and deploys so existing work can resume instead of starting over.
  • Added My images for saving, downloading and reusing generated references, with access from project version history.
  • Improved phone and foldable Studio controls, text and thumbnails, including desktop-site mode.
  • Improved rig setup with free Add joints and direct joint editing instead of a separate paid AI rigging action.
  • Improved Studio on phones with a compact prompt composer and swipeable project thumbnails.
  • Improved tablet browsing with a persistent project list and more room to view models.
  • Simplified small-screen controls, with hierarchy and view options available when needed.
  • Added the new Studio for creating and refining editable models with AI, with Inspector controls, a model hierarchy, and rigid joint editing.
  • Added queued generation with progress previews, recoverable jobs, and a compact progress view that keeps the viewport accessible.
  • Improved reference image uploads with a larger preview before generation.
  • Improved GLB and FBX exports to preserve supported materials, textures, and rigid rigs.
  • Preserved access to earlier Beta projects through the project archive.
  • Added a four-phase Model Code workflow that separates naming, palette, model construction, and optional final posing, making generated models easier to edit without rewriting their construction.
  • Improved final Pose behavior so connected and mirrored subtrees move with their authored pivots while preserving attachment sides and U/V directions.
  • Improved BoxPath roots and continuations so centered starts, bends, mirrored children, and Rig pivots stay aligned.
  • Simplified Model Code around one Current authoring surface, removing obsolete compatibility-only verbs and aliases from Studio guidance and generated output.
  • Fixed hollowed bent and tapered BoxPath ends so their authored wall thickness stays even around the entire opening.
  • Improved directed attachments so target reach, source-facing orientation, and dependency order remain stable.
  • Fixed Inspector editing so pointer drags close cleanly and accepted scene changes are not replaced by stale rebuilds.
  • Fixed viewport sharpness after browser zoom or monitor DPR changes, including the navigation gizmo, without remounting the scene.
  • Improved project switching and mobile authoring so the Hierarchy, editors, and viewport remain stable.
  • Unified Generate, Refine, and Rig with AI on Gemini 3.8 Flash, removed the Simple/Normal switch, and kept provider drafts private until the accepted final result is ready.
  • Fixed BoxPath base attachments so parts stay on a path's first segment.
  • Fixed repeated details on bent and mirrored attachments using inconsistent end-face directions, so fingers and similar parts keep the intended local surface layout.
  • Fixed multi-axis face-relative mirrored BoxPath details so every copy stays on the intended face instead of falling back to a world-space mirror.
  • Fixed chained Modeler paths so mirrored and tilted limbs keep a consistent bend direction instead of unexpectedly flipping partway through a chain.
  • Fixed Modeler generations that could finish without their expected visual check while Studio was still loading.
  • Fixed face-mounted details twisting when direction is omitted, so plates, claws, and thumbs keep the same parent U/V alignment as explicit zero tilt.
  • Improved Studio preview lighting so shape and material detail are easier to judge.
  • Improved Root Anchor editing so frame directions can switch between world front, tilt, matched faces, and custom vectors without rewriting surrounding model code.
  • Fixed rejected extra generation attempts so already accepted queued or running models remain active in Studio.
  • Improved reference-guided Modeler results with more faithful proportions, simpler default poses, and more reliable handheld assets.
  • Improved long Modeler requests with clearer in-progress status updates until the finished result is ready.
  • Improved Studio generation choices: Normal now prioritizes a more polished result, while Simple stays lean for straightforward work.
  • Improved Rig joint previews with clearer spacing between the X, Y, and Z rotation sliders.
  • Improved Rig with AI review by separating structure decisions from blocking errors and clarifying the final Apply Rig action.
  • Improved Modeler refinements so they retain a model's overall scale and mirrored details more reliably.
  • Added face-relative and tilt-based createAnchor directions so reusable modeling frames can follow named model surfaces predictably.
  • Improved Modeler-held weapons so one continuous grip passes through a posed hand while the weapon body and pommel stay on their intended sides.
  • Fixed exact quarter-turn attachment tilts so feet, teeth, handles, and other parts follow the authored direction precisely.
  • Fixed endpoint face orientation so attached sections preserve their authored width and depth axes across nested, mirrored, and tapered geometry.
  • Improved Modeler results for lids, covers, and wing webs by distinguishing geometry that covers a chain face from geometry that extends outward.
  • Improved Studio responsiveness while dragging Inspector controls and rebuilding the viewport.
  • Refreshed Guide and Inspector diagrams, labels, and icons so documentation matches the controls shown in Studio.
  • Simplified the Pricing page's purchase and renewal notes without changing plan or credit behavior.
  • Restored subscription and one-time credit pack purchases through Lemon Squeezy checkout.
  • Fixed former subscribers being blocked from starting a new subscription after their previous billing period ended.
  • Added addressable named cut surfaces so parts, paint, nested cuts, Inspector controls, and exports can target materialized cut walls and floors.
  • Added separate Base Radius and Tip Radius absolute-or-ratio controls for cap-grown cylinders while keeping existing saved projects compatible.
  • Added Auto Fit for setting a Box base size from its selected target in the Inspector.
  • Fixed transparent materials so authored opacity is preserved without incorrectly forcing full transmission.
  • Fixed mirrored parts so Rig joint candidates retain unique ownership.
  • Reduced the Code Editor's default width to leave more room for the viewport.
  • Improved Model Code suggestions so edits use the geometry-first authoring surface consistently.
  • Added base- and tip-rim Edge and Inset placement on curved cylinder sides for parts, groups, target endpoints, paint, cuts, and helper anchors, using each item's final footprint even on tapered cylinders.
  • Refined box, box-path, and cylinder attachment roots around predictable Butt, Mount, and Recess joints.
  • Improved Edge and Inset placement across parts, groups, paint, and cuts by aligning the actual final outline to the selected parent boundary after aiming, tilting, tapering, or mirroring.
  • Fixed Size Ratio paint on tapered faces so windows, panels, and markings inherit the parent surface shape; the Inspector now switches cleanly between Size, Size Ratio, and full-face fit.
  • Improved long-running Modeler jobs with visible retry status when generation is interrupted or the provider is busy, instead of appearing stalled.
  • Improved automatic-reference generations so the written brief stays authoritative for counts, colors, directions, placement, and symmetry.
  • Improved completed Modeler results so they frame the final model without overriding a camera view the user already adjusted.
  • Fixed attachments and box cuts on rotated, tapered, or bent faces using the wrong local side or U/V position, which could misplace parts or leave surfaces open.
  • Improved glossy transparent materials so glass keeps an angle-dependent studio reflection without bringing harsh light stains back to matte surfaces.
  • Added a Save version button in Studio that activates only after project changes, letting you create intentional checkpoints in History for later restore.
  • Improved GLB, Skinned GLB, Three.js, OBJ, and FBX exports with visible progress and clear success or failure feedback.
  • Fixed rectangular cuts ignoring Edge and Inset placement on flat box faces, so openings align with the requested edge or corner.
  • Improved box and box-path attachments with explicit flush or butt joints, so direct edits and AI-generated models use the same predictable connection behavior.
  • Fixed attached boxes on rotated source faces swapping their authored U/V dimensions across tapered, path, and mirrored variants.
  • Fixed attached anchor frames with U/V offsets drifting from rolled or tapered parent faces, keeping their child parts, Rig pivots, and exports aligned.
  • Fixed face-painted rectangles collapsing or distorting on tapered and bent surfaces, so authored markings retain their intended shape.
  • Fixed transparent cut fills hiding nested screen details, so gauges and displays keep their needles, labels, and controls in place behind glass.
  • Fixed world-mirrored painted details on off-center parts reflecting around the part instead of the scene origin, while suppressing duplicate or floating copies.
  • Fixed aimed, attached, and mounted boxes missing requested parent-edge contact, so heels, paws, and other redirected bases align flush with the selected edge.
  • Fixed mixed-case face names being redirected to the top face, so attachments and painted details stay on the intended side.
  • Fixed recoverable cylinder-side attachment references being pinned to a fallback point, so their side controls remain editable in the Inspector.
  • Improved Modeler recovery for safe generated-code patterns that previously failed validation, keeping usable models available for refinement.
  • Fixed mirrored chain-side endpoint references resolving to the world origin, the first segment, or a rotated frame, so attached props remain correctly positioned and oriented at the intended final tip.
  • Added a safe one-click recovery for missing literal Rig members while preserving the rest of the control and Model Code.
  • Fixed Rig control names with dots or reserved characters changing during GLB or FBX transport, preserving exact control identity in exported files.
  • Fixed custom left/right chain names splitting into separate Joints rows, so mirrored rigs stay paired.
  • Build connected blocky shapes for bodies, limbs, tails, horns, and more with Box Paths. You can bend or taper the whole shape, attach it to another part, edit it after reopening a project, and export it to Three.js, OBJ, or Roblox.
  • Box Paths attached to the base or tip of another path now start exactly where you place them, including mirrored copies.
  • Align a face of an attached part to a target plane without moving its connected edge. If the two constraints conflict, Studio keeps the attachment intact instead of distorting or detaching the part.
  • Shape parts with one consistent Taper control in both Code and the Inspector. Older projects continue to open and remain editable.
  • Bent and tapered Box Paths now keep their intended shape through attachments, mirroring, and cuts, without unexpected twists or open ends.
  • Parts attached to the front, back, left, or right of a box now stay on that same physical side after aiming, mirroring, saving, or Rig editing.
  • Painted details now stay hidden behind objects in front of them, keep their creation order on angled surfaces, and appear on the matching side of mirrored copies.
  • Inspector sliders keep a stable range while you drag, so the control no longer jumps under the pointer.
  • Hierarchy now labels repeated standalone parts separately from connected Box Path segments, making complex models easier to read and edit.
  • Added dedicated single-part and multi-segment box workflows for clean attachments, continuous extrusions, and bent paths, with predictable U/V dimensions through tapering, miters, and mirroring.
  • Added attached anchors: invisible reference frames that stay connected to a parent surface and can place downstream geometry without creating an extra rendered part.
  • Added Outside placement for attached parts and paths, moving the result just far enough to clear the source surface while preserving its authored direction and frame.
  • Improved Rig joint orientation so Parent follows the actual parent surface or final miter frame, while Growth follows the outgoing part or segment when explicitly selected; pivots remain at the authored attachment.
  • Improved Inspector, Hierarchy, saved-project rebuilds, and Three.js, OBJ, and Roblox exports to share the same solved box-path geometry; OBJ exports now include the generated UV atlas.
  • Fixed cuts across bent path strips, mirrored paths, and combined cylinder cap/side bores producing malformed or open surfaces.
  • Improved Studio editing stability with more reliable first-frame scene commits, safer Generate shortcuts, unobscured Code editing, and project title actions that no longer consume visible title space.
  • Added a shared Simple mode for Generate, Refine, and Rig with AI, with lower 50/35/20-credit pricing while Pro remains available for complex geometry and difficult rig decisions.
  • Fixed saved hands and other bent-chain attachments reverting to swapped U/V dimensions, so repeated details such as fingers continue to span the intended width.
  • Fixed Connection Offset edits for center-mounted parts being ignored when no offset was already written, so shafts and other attachments move immediately from the Inspector.
  • Fixed entering Joints or returning to Nodes opening the Code editor, so Rig work stays in the Inspector unless Code is explicitly opened.
  • Fixed normal Studio dragging highlighting interface text, while inputs, prompts, and code remain selectable.
  • Fixed existing aimed and contact-aligned attachments changing their established cross-section or joint shape when saved models rebuild.
  • Fixed multiple cuts on one box face leaving missing inner surfaces or different mirrored geometry; Studio and Roblox imports now preserve the same closed cut shape.
  • Improved the Max plan to include 33,000 subscription credits per monthly credit period and up to five parallel Modeler builds for $180/month or $1,800/year.
  • Reduced Rig with AI from 40 credits to 30 credits per run.
  • Improved cylinder-side editing so source and direction-target positions can be adjusted around and along a cylinder directly in the Inspector.
  • Improved Light mode model clarity with more distinct surfaces and softer, better-positioned contact shadows.
  • Fixed nested attachments losing inherited local-face directions, so side-mounted details remain on the intended face through aimed, spun, chained, and mirrored parts.
  • Fixed wide attachments on bent chains swapping their width and height, so repeated details such as fingers now spread across the intended side.
  • Fixed touching recessed cuts leaving internal walls or diagonal fill triangles, so stepped openings render as one clean recess.
  • Fixed the What's new panel being clipped on narrow mobile screens by keeping it centered within the viewport.
  • Improved detailed reference-image attachments by resizing them to a bounded WebP when needed instead of rejecting or storing an oversized image.
  • Fixed provider-capacity failures showing a generic generation error; Studio now explains when the AI model service is busy and confirms that no credits were charged.
  • Improved Rig hierarchy editing: drag joints, chain segments, or complete Mirror groups to new parents without changing motion or rigid ownership; dropping an unattached part creates its own child joint, and rotating a child no longer moves its parent.
  • Improved chain editing: the first Model viewport click selects the whole chain, the next selects the exact segment, and generated attachments to named segments now follow that segment instead of collapsing to the model origin.
  • Fixed repeated window-style cuts on hollow cylinders producing dense thread-like geometry instead of clean openings.
  • Fixed mirrored attachments losing their intended orientation.
  • Fixed relative-size soles and caps losing the intended parent-face footprint on angled or contact-aligned surfaces.
  • Fixed centered hinge pins and axles losing the section alignment of rotated parent parts, including mirrored limbs.
  • Fixed slow Inspector edits on larger models clearing the viewport after their rebuild finished.
  • Fixed mirrored parts exporting to FBX with swapped or duplicate left/right names, including below rotated parents.
  • Fixed Roblox imports keeping stale box-shaped paint details after exporter geometry improvements; unchanged saved projects now rebake with exact tapered-surface paint.
  • Box and chain attachments now keep a predictable cross-section when aimed, bent, closed to a surface, or mounted from a cylinder, reducing unexpected twists.
  • Fixed side-specific attachments in nested mirrored groups jumping to the model origin instead of staying on the intended mirrored part.
  • Connect Roblox Studio to your GhostPoly account and import saved projects directly into Roblox Studio.
  • Deleted Studio projects now remain in Trash for 24 hours, giving you time to restore an accidental deletion.
  • Added vertical fly controls and clearer progress while Modeler or Rigger work is running.
  • Modeler and Rigger jobs now recover more reliably after reconnecting or a deployment, so accepted work is less likely to disappear.
  • Navigate Hierarchy rows with the arrow keys and see clearer names for mirrored groups.
  • Rig editing now has clearer rotation controls, supports dropping joints onto chain segments, and can return attached parts to an unassigned state.
  • New users can now create an account and enter Studio directly.
  • Edit multiple Rig joints together, including grouped actions for repeated and mirrored parts.
  • Define Motion can apply a motion setup directly, save its summary with the project, and let you test joints in the viewport.
  • Completed Modeler and Rigger results are less likely to be lost when a request is interrupted, and the same run is not charged twice.
  • Large joint hierarchies keep their full row labels and remain fully scrollable.
  • Viewport navigation is smoother, and the prompt dock no longer blocks Inspector controls on smaller screens.
  • Added an explicit Create Joints flow and a unified workbench for organizing a rigid Rig.
  • Select joints and parts in the viewport, then merge, attach, remove, or make several selections static in one operation.
  • Define Motion can suggest axes and ranges, while Try Pose controls let you verify the result before export.
  • Drag Rig pivots in the viewport, edit motion limits in the Inspector, and undo or redo Rig changes.
  • Added automatic UV unwrapping with connected islands, tighter atlas packing, and material-based regions.
  • Repeated clicks can cycle through overlapping parts, making geometry hidden behind another part easier to select.
  • Place connected parts against inside faces to build recessed and open structures more naturally.
  • Cylinders can receive side-mounted parts and side cuts while keeping their curved shell and open surfaces consistent.
  • Added hinged covers and lids with editable pivots.
  • Shift the far end of individual chain segments to shape bends and gradual tapers more precisely.
  • Mirrored parts and contact feet now close against target surfaces more reliably without visible gaps.
  • Improved viewport lighting, selection, shadows, and Studio dock stability.
  • Mirrored parts, groups, labels, and paint marks now remain easier to identify and edit as a pair.
  • Browse earlier versions of a project and restore the model when a later edit does not work out.
  • Adjust original dimensions, offsets, placement, and other supported model parameters from the Inspector without rewriting the full model.
  • Keep attached parts level while extending them to meet a supporting surface.
  • Improved mobile Studio panels, compact controls, and manual editing in the Inspector.
  • Submit several Modeler jobs without waiting for each one to finish; projects appear immediately, and unusable empty results return their credits.
  • If the browser connection is interrupted during generation, Studio can resume without discarding a completed result.
  • Replay how a model assembles part by part, with automatic playback after generation and a Stop control.
  • Added visible autosave status and undo support for Inspector edits.
  • Free accounts can save up to five Studio projects.
  • Added round paint marks and more compact controls for painting repeated chain segments.
  • Opened account signup and direct Studio access.
  • Select paint marks in the model and adjust their position, size, and appearance with finer numeric controls.
  • Add rectangular face paint and cutouts for panels, openings, and layered surface details.
  • Export FBX models with pivots preserved for downstream editing and animation.
  • Start from a growing catalog of preset Studio projects.
  • Signed-in Studio accounts can keep saved projects and track their available credits.
  • Create a model from either a text prompt or one reference image.
  • Build connected assemblies with anchors, attachments, chains, bridges, and mirrored structures that stay aligned on rotated or tapered surfaces.
  • Added a nested Hierarchy with clearer names for repeated and mirrored parts.
  • Added a viewport navigation sphere and shading controls for inspecting a model from different angles.
  • Failed Modeler requests no longer consume credits when no usable model is produced.
  • Create an editable low-poly 3D model from a text prompt and watch it assemble in the viewport.
  • Select parts from the Hierarchy, highlight them in the viewport, and make targeted changes with Refine.
  • Build symmetrical and repeated forms with mirrors, reusable parts, tapered shapes, and curved chains.
  • Start from preset models and adjust colors or paint individual parts and faces.
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