# Release Notes

{% updates format="full" %}
{% update date="2026-04-22" tags="new-release" %}

## **PLAY v5**

A MORE MODERN EDITOR. MORE INTERACTION. MORE PLAY.

<figure><img src="/files/CjOKvUbWQEINHEW0xQtB" alt=""><figcaption></figcaption></figure>

### **New Features**

***

### **Modernized Editor** *A faster, smoother, and more intuitive creative workspace*

PLAY's editor has been completely modernized under the hood. Powered by WebGL, the viewport is now significantly faster and smoother across the board. While your workflow stays the same, you'll immediately notice the difference.

**Here's what's changed:**

* **Unified viewport.** Portrait and landscape artboards now live side by side in a single viewport — no more switching between two separate views.
* **Redesigned transform controls.** The bounding box and transform handles have been updated with a cleaner, more modern look. Side handles have been removed in favor of transforming layers directly from the edges. The dedicated rotation node is gone — you can now rotate any layer by hovering just outside a corner, similar to tools like Figma.
* **Updated cursors.** All viewport cursors have been refreshed to match the new transform behaviors, giving you clearer visual feedback as you move, resize, and rotate layers.
* **Smoother controls across the board.** Layer movement, resizing, and snapping all feel noticeably smoother thanks to the new rendering engine. Trackpad controls have also been improved — two-finger drag to pan, pinch to zoom, and all the expected gestures work as you'd expect.
* **Improved zoom.** Zoom now has proper limits (1% to 2000%) and artboard size labels are displayed directly on the viewport for quick reference.
* **Upgraded Component Rendering.** iFrame and Carousel components now render directly in the editor instead of appearing as grey placeholder boxes, so you can see your actual content while you build.

<a href="/spaces/ZBycFFNxrdS0X9OsGtmT/pages/i73g4LZQanoLj7XtSO18" class="button primary">Read the Viewport Documentation</a>

***

### **Press Effect** *Add visual feedback to any interactive layer*

<figure><img src="/files/VB3oUYrLG5ybaWiPAsLu" alt=""><figcaption></figcaption></figure>

Press Effect is a new interaction property that lets you control how a layer looks the moment a user taps or clicks it. Add a scale change, a color overlay, or both to give your interactive elements that polished, app-like feel. You'll find the Press Effect button in the Interactions section of any layer's Properties panel. Customize the scale (0–1000%), apply a color overlay with adjustable opacity, and use the Reset to Default button to quickly revert changes. Press Effect works on standard layers and component layers alike.

<a href="/spaces/ZBycFFNxrdS0X9OsGtmT/pages/hrxd8gWJSY8afETfwpam" class="button primary">Read the Press Effect Documentation </a><br>

***

### **Hold and Release** **Gesture** *One gesture, two actions*

<figure><img src="/files/Ydxba4oOTEscgOsmaFEF" alt=""><figcaption></figcaption></figure>

Hold and Release is a new gesture type that lets you trigger separate actions when a user presses down on a layer and when they let go. Set up a Hold Action and a Release Action independently — for example, play a video while the user holds and pause it when they release. You'll find Hold and Release in the Gesture dropdown within the Interactions section. We recommend adding instructional text like "Hold to Play" so users know the interaction is available.

<a href="/spaces/ZBycFFNxrdS0X9OsGtmT/pages/P88W7rWkiCKNBR34kvaq" class="button primary">Read the Hold & Release Documentation </a><br>

***

### **Anchor Points** *Fine-tune how layers respond across screen sizes*

<figure><img src="/files/Q1BM3V1SssOgdsMEKK5r" alt=""><figcaption></figcaption></figure>

Anchor Points set the reference point a layer uses for transform properties, pinning, and scaling across different devices. Found in the Responsive section of each layer, the dropdown offers nine positions (Top Left through Bottom Right) with Center as the default. Updating a pin will auto-update the Anchor Point to match, but changing the Anchor Point won't affect the pin, so existing workflows stay the same. ***Note:** Animations are not affected by Anchor Point and will continue to use center origin.*

<a href="/spaces/ZBycFFNxrdS0X9OsGtmT/pages/ffPFPrH89RjDzBOdlWnN" class="button primary">Read the Anchor Point Documentation </a>

***

### **Engine Compression** *Dramatically reduce your exported file size*

<figure><img src="/files/kJVGUEHLTvQOged9DiV1" alt=""><figcaption></figcaption></figure>

You can now compress your playable's engine at export time, saving approximately 400KB on most projects. In the Export modal, open Export Settings and toggle on **Engine Compression**. When enabled, any partner that exports as .html will include a compressed version of the rendering engine, resulting in significantly smaller file sizes without any changes to how your playable looks or performs. The toggle is off by default, giving you full control over when to use it.

***Note:*** *<mark style="color:$warning;">**Engine Compression is not supported on iOS 16.3 and earlier**</mark>. If your campaign targets older iOS devices, we recommend leaving this toggle off.*

***

#### **iFrame HTML & ZIP Upload** *Skip the hosting — upload HTML creatives directly*

<figure><img src="/files/yC1SLYBYOGD4wV0gzQUb" alt=""><figcaption></figcaption></figure>

The iFrame component now supports direct file uploads. In addition to URL and Embed Snippet, you can now choose **HTML** or **ZIP** from the Format dropdown to upload self-contained HTML5 creatives straight from your computer — no external hosting required.

Select **HTML** to upload a single `.html` file, or **ZIP** for multi-file projects with assets like CSS, JavaScript, and images (must include a root `index.html`). PLAY handles the upload, hosts the file on CDN, and loads it into the iFrame automatically.

This is especially useful for embedding third-party HTML5 creatives, mini-games, or rich media units that were previously a hassle to host separately before pasting a URL.

<a href="/spaces/ZBycFFNxrdS0X9OsGtmT/pages/AjvqqyvR1nAncv6vHR7o" class="button primary">Read the iFrame Documentation </a>

***

### **Bulk Adding** **Layers** *Import multiple images at once*

You can now select and add multiple image assets as new layers in a single action. When adding a new Image layer, the Asset Library now supports multi-select — choose your images, and each one is automatically created as its own layer in the order you selected them. This saves significant time when building out scenes with many visual elements. **This currently works for image layers only, videos will be coming soon.**

***

<details>

<summary><strong>UI/UX IMPROVEMENTS</strong></summary>

* **Updated default font** System fonts have been removed and replaced with a new default font from the Craftsman+ library, ensuring consistent text rendering across all devices and exports.
* **Smarter asset sizing** Imported assets now scale proportionally to the canvas rather than all appearing at the same default size. When you add an image, video, or sequence asset, PLAY treats the canvas as if the longer side is always 1024px and scales your asset relative to those dimensions. Images maintain their visual proportions relative to the canvas dimensions, so what you import looks closer to what you’d expect.
* **Dynamic Location radio buttons** Dynamic Location selections now use radio buttons per section, making it easier to configure and manage location-based content.
* **Faster Pathview loading** Pathview and preview screens now load significantly faster with improved caching and parallel processing. Subsequent visits are near-instant.
* **Help button removed** The "?" help button has been removed from the editor toolbar for a cleaner workspace. A new help system will be coming soon!

</details>

<details>

<summary><strong>BUG FIXES</strong></summary>

* Fixed an issue where the Match 3 game animation appeared choppy and played too fast in preview and export.
* Fixed an issue where the Item Slicer game displayed broken slice animations, with items duplicating and showing shadow-like artifacts.
* Fixed an issue where the share link would go to a black screen after interacting with a game.
* Fixed an issue where playables would crash mid-way through playing the Item Slicer game.
* Fixed an issue where the Wipe Away game's finish condition would not complete in landscape orientation after switching orientations mid-experience.
* Fixed an issue where obstacles and platforms barely spawned in the Platformer game when collectible density was set to ‘High’.
* Release includes other minor bug fixes.&#x20;

</details>
{% endupdate %}
{% endupdates %}


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