Defold 1.13.0 BETA

Whoops! Thanks! I kept thinking it was code related and didn’t check this part of the release notes! Sorry for the false alarm!

Amazing! It works! That was a quick turnaround. :sweat_smile:

This may not seem like a big change, but to me it’s really useful. It unlocks all sorts of possibilities with static curved terrain and dynamic bodies. For example, games like Hill Climb Racing can now be made using the built-in Box2D and doesn’t have to rely on a third party extension!

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I am not sure how to report this but…

I have been using the beta (1.13.0) for a while now and I accidentally submitted an Android Bundle exported from it (Defold 1.13.0 Beta) on Monday, 2nd June 2026 and it got rejected this morning; 4th June 2026

The reason being:

The update was for fixing some GUI Text Nodes in the extras section and nothing else. It was a hotfix since the nodes shouldnt be visible on any platform apart from Android, thats why I missed them. When I received the email is when I went to check on these “stability issues”

I did not get a crash, but the title screen and about section in my game are not displaying content as they should. Every other collection renders as it should.

I unistalled the 1.13.0 version and reinstalled the latest 1.12.4 version from the playstore, which was updated just 2 days before; 31st May 2026 and it doesnt exhibit these issues.

What could be wrong?

I am using the orthographic camera extension and at first, I thought it would might be the cause but Nope, I dont have the orthographic camera go, as well as any camera component in both collections so Im wondering what the issue would be since both of them seem camera/viewport related.

1 Like

If you uploaded symbols to your Google Play Console together with the release, you should be able to filter crashes by app version and see the exact crash stack in the crash they expirienced.

I actually did not upload the debug symbols, or even test with the internal, closed testing track. I just thought, these are just simple text corrections I missed. Gonna fix them and thats it.

I was initially planning on creating a bundle using 1.12.4, test and submit so that it passes. So now do I upload the debug symbols and resubmit the 1.13.0 version to report back with the crash stack?

1 Like

Yes, please. Also, I recommend you always upload symbols. You never know when it will be useful (it is a separate option in the uploading screen)

I tried and realized the following:

Even if I upload symbols and attach them to the bundle that failed, I cannot proceed with submission again, unless I upload another bundle with another version code

So I tried just that, instead of 11, I did 12 and it worked; only problem is, I did that to the internal testers track. The original issue was done in the Production track and I cannot use the debug version along with the debug symbols in that track.

I can try that, but for me to get any response, it will take 2-4 days…

For now I can only profile locally with the Internal Testers bundle, alongside Android Studio and I still cant reproduce the crash.

1 Like

We’ve found an issue while attempting to run a 1.13.0 build on our lowest-end test devices, a ZTE Blade A52 and an Alcatel 1S 5028D.

Whereas a version built with 1.12.4 loads perfectly, when building the same commit with 1.13.0 the game loads to a black screen 95+% of the time. The black screen remains visible for a long period of time (up to 10 minutes) and then the game shows the first frame.

This does not happen on any other of our Android test devices (Samsung A13, OnePlus Nord 2, Xiaomi Redmi Note 10 5G), nor does it happen on any iOS device.

As far as I can tell, these devices share very similar GPUs (PowerVR Rogue GE8322 and GE8320), but everything else about them (CPU cores, OS version, architecture, etc) is quite different.

I’ve opened an issue here: Android build gets stuck on black screen in 95+% of app opens on ZTE Blade A52 and Alcatel 1S 5028D · Issue #12570 · defold/defold · GitHub

5 Likes

Apologies for the late response. I profiled the application on my device and the only instance I got a crash was When I bundled the game with “Install to device” checked.

I have done that several times over the past few days and I only got that crash once.

I have made an issue on github and attached the Profiling Log Outputs

Would you be able to send me a snapshot of the project so i can debug? I’m suspecting vulkan but i don’t know unless i have a repro

I dont think that will be necessary. Tried it with OpenGL only in the appmanifest and it works!

At least the rendering issues in the Title Screen and About collections

Wouldnt be sure about Google Play console though…

I would still like to take a look at the project, because if OpenGL works then there are discrepancies between OpenGL and vulkan and I’d like to fix that if possible :slight_smile:

3 Likes

I made a Reproduction Sample Project just by taking the existing Title Screen and fixing dependencies.

Works just as good as the original and I can reproduce the original problem on my phone.

RRDX-Lite.zip (161.9 KB)

I removed the .internal folder from the above zip file. It was taking up space (42MB)

There is now a first Box2D scripting example for both new Box2D V3 and the legacy V2:

15 Likes

It went through!

It took about 17 minutes to be approved. Takes me back to 2020/21.

2 Likes

I have pushed a fix to the beta that fixes the size issues when Vulkan is the primary graphics adapter. If you have time, please give it a spin and let me know if you find any issues with this! (You don’t need to submit the game to test this out, just set Vulkan or OpenGL+Vulkan as the graphics selection in the manifest).

3 Likes

Added a new “slightly” breaking change into the beta:
Mouse buttons 2 and 3 were unfortunately swapped on desktop platforms some time ago when we did a GLFW migration. We have now swapped them back to previous mapping for consistency with legacy projects.

4 Likes

Was testing IAPs in my current project (Android build on the latest 1.13.0 beta) and noticed that when the Android graphics settings are set to OpenGL+Vulkan, attempting to buy an IAP causes the game to crash. This behavior does not happen when the graphics are set to OpenGL only. I’ve created an issue: Android build crashes when graphics are set to OpenGL+Vulkan and user attempts to purchase an IAP · Issue #12599 · defold/defold · GitHub

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I made it out to be Vulkan only (But I feel its safer to be OpenGL + Vulkan in production) and the collections rendered as intended!

Thanks!

4 Likes

i’ve created a new project. I’ve added a app manifest and changed the physics to box2d v3.

When i try and run the a project it fails to fetch the engine giving the following error. if I change this back to legacy it runs fine.

lld-link: error: could not open ‘libscript_box2d.lib’: No such file or directory
clang++: error: linker command failed with exit code 1 (use -v to see invocation)

com.defold.extender.ExtenderException: java.io.IOException: windres -i /var/extender/sdk/b05285e8f27034f6544a21616cc51ba91d2668e3/defoldsdk//lib/x86_64-win32/engine.rc -O coff -o build/dmengine.res
clang++ -DDLIB_LOG_DOMAIN=“UNKNOWN” -DDDF_EXPOSE_DESCRIPTORS -DDM_PLATFORM_WINDOWS -D_CRT_SECURE_NO_WARNINGS -D_CRT_USE_BUILTIN_OFFSETOF -D_WINSOCK_DEPRECATED_NO_WARNINGS -D__STDC_LIMIT_MACROS -DWINVER=0x0600 -DWIN32 -DNOMINMAX -DDM_DEBUG -target x86_64-pc-win32-msvc -m64 -O2 -g -gcodeview -Wall -Werror=format -fvisibility=hidden -nostdinc++ -fno-exceptions -nostdinc++ -isystem /usr/lib/llvm-20/lib/clang/20/include -isystem /opt/platformsdk/Win32/MicrosoftVisualStudio2026/VC/Tools/MSVC/14.51.36231/include -isystem /opt/platformsdk/Win32/MicrosoftVisualStudio2026/VC/Tools/MSVC/14.51.36231/atlmfc/include -isystem /opt/platformsdk/Win32/WindowsKits/10/Include/10.0.28000.0/ucrt -isystem /opt/platformsdk/Win32/WindowsKits/10/Include/10.0.28000.0/winrt -isystem /opt/platformsdk/Win32/WindowsKits/10/Include/10.0.28000.0/um -isystem /opt/platformsdk/Win32/WindowsKits/10/Include/10.0.28000.0/shared -I/var/extender/sdk/b05285e8f27034f6544a21616cc51ba91d2668e3/defoldsdk//include -I/var/extender/sdk/b05285e8f27034f6544a21616cc51ba91d2668e3/defoldsdk//sdk/include -I/var/extender/sdk/b05285e8f27034f6544a21616cc51ba91d2668e3/defoldsdk//ext/include build/main.cpp -c -o build/main_tmp0.o
clang++ -o build/dmengine.exe -target x86_64-pc-win32-msvc -m64 -O2 -g -fuse-ld=lld -Wl,/entry:mainCRTStartup -Wl,/safeseh:no -L/tmp/job13772510897276818730/build -lOpenGL32 -ldelayimp -lUser32 -lshell32 -lXinput9_1_0 -ldinput8 -ldxguid -lWS2_32 -liphlpapi -lDbgHelp -lAdvAPI32 -lbcrypt -lPsapi -lGdi32 -lole32 -llibphysics_2d.lib -llibbox2d.lib -llibscript_box2d.lib -llibphysics_3d.lib -L/var/extender/sdk/b05285e8f27034f6544a21616cc51ba91d2668e3/defoldsdk//lib/x86_64-win32 -L/var/extender/sdk/b05285e8f27034f6544a21616cc51ba91d2668e3/defoldsdk//ext/lib/x86_64-win32 -L/opt/platformsdk/Win32/MicrosoftVisualStudio2026/VC/Tools/MSVC/14.51.36231/lib/x64 -L/opt/platformsdk/Win32/MicrosoftVisualStudio2026/VC/Tools/MSVC/14.51.36231/atlmfc/lib/x64 -L/opt/platformsdk/Win32/WindowsKits/10/Lib/10.0.28000.0/ucrt/x64 -L/opt/platformsdk/Win32/WindowsKits/10/Lib/10.0.28000.0/um/x64 -llibengine -llibengine_service -llibdmbedtls -llibzip -llibprofile -llibprofilerext -llibprofiler_remotery -llibrecord -llibgameobject -llibddf -llibfont -llibresource -lgamesys -lgamesys_model -lgamesys_rig -llibgraphics -llibgraphics_transcoder_basisu -llibbasis_transcoder -llibBulletDynamics -llibBulletCollision -lplatform -llibLinearMath -llibrender -llibrender_font_default -llibscript -llibluajit-5.1 -llibextension -lhid -linput -llibparticle -llibrig -llibdlib -llibimage -llibglfw3 -llibgui -llibcrashext -llibliveupdate -llibsound -lvpx -llibdecoder_wav -llibdecoder_ogg build/main_tmp0.o build/dmengine.res

3 Likes