• How to Set Up and Start Using Your New Nintendo Switch 2

    So, you’ve braved the pre-order sites, or maybe you’ve just gotten lucky while waiting in line—either way, you’ve got yourself a Nintendo Switch 2. Congratulations! But before you start gaming, there are a few things you’ll need to keep in mind while setting up your console. Nintendo is known for being user friendly, but also a bit particular. Case in point: You can only do a full transfer of your Switch 1 data to your Switch 2 during setup, and if you miss this opportunity, you’ll have to reset your device to try again, or manually copy over your games and save data piece-by-piece later on.Luckily, I’ve got your back. Read on for a quick guide on how to set up your Nintendo Switch 2, and the three other features you should set up before you start playing.How to start setting up a Nintendo Switch 2For the most part, setting up a new Switch 2 out of the box is straightforward, but you’ll still want to pay close attention to each step before moving on, especially when it comes to transferring console data.First, remove your Switch 2 and your joy-con controllers from their packaging. Then, plug your joy-cons into their respective slots. If you don’t know which joy-con goes where, the one with red highlights goes to the right of the screen, and the one with blue highlights goes to the left.Next, plug your Switch into power using the included charging brick and cable, and power it on. On the screens that follow, select your language and region, then read and accept the end-user license agreement.

    Credit: Michelle Ehrhardt

    You’ll see a screen to connect to the internet and download the console’s day-one system update. This technically isn’t mandatory, and skipping itwill instead take you to time zone settings. However, most features will be locked down, including backward compatibility, until you download it, so I recommend doing it during setup if possible. If you do skip this step, you can access the update later under Settings > System > System Update.Once you’re connected to the internet and you’ve started downloading the update, you’ll be able to continue setup while it downloads. Now, you’ll pick your time zone and click through a couple of tutorial pages. These will instruct you about portable and TV play, tell you how to use the kickstand and extra USB-C port, and walk you through detaching your joy-con from the console. You can also click through an optional tutorial on connecting your Switch 2 to a TV, if you like, after which you’ll get quick guides on using the included joy-con grip accessory and the joy-con wrist straps.If your console hasn’t finished updating, it’ll finish that now, and then take you to your first big decision: do you want to transfer your Switch 1 data to your Switch 2?Transferring Switch 1 data to the Switch 2During Switch 2 setup, Nintendo will allow you to transfer your Switch 1 data to your Switch 2, but there are a few caveats.You’ll know you’re ready for this once your system update is downloaded and you’re on a screen that says “To Nintendo Switch Console Owners,” above a graphic of someone holding a Switch 1 and Switch 2. Next to the graphic, you’ll see two buttons: Begin System Transfer, Don’t Transfer Data, plus a third button below that explains the process to you, but leaves out a few key details.Before you make your decision, the most important thing to remember is this: There are actually two ways to transfer data from the Switch 1 to the Switch 2, and despite what you might have read elsewhere, locally transferring your Switch 1 data to the Switch 2 during setup will not factory reset your original Switch. Unless you’ve taken extra steps beforehand, this is the option Nintendo’s setup process will recommend to you, so most users don’t need to be scared about accidentally erasing their original consoles.

    Credit: Michelle Ehrhardt

    If you stick with a local transfer, it will simply copy over your data to your Switch 2, so that it exists on both systems. There are a few specific cases where some data will get removed from your original device as it makes its way over to your new one, but for the most part, you’ll be able to keep using your original device as usual after the transfer, and there are ways to get that data back later on. Just know that save data for specific games, as well as some free-to-play games, may have been deleted from your Switch 1 and moved over to your Switch 2. Don’t worry— Nintendo will warn you about which software will be affected during the transfer process. Additionally, screenshots and video captures stored on a microSD card attached to the Switch 1 will need to be moved over manually later on.How to transfer your Switch 1 data locallyWith that in mind, if you want to transfer your data locally, which is what most people should do, click the Begin System Transfer button and follow the instructions—this involves signing into your Nintendo account, keeping your original Switch powered on and in close proximity to the Switch 2, and activating the transfer on your original Switch under Settings > System Settings > System Transfer to Nintendo Switch 2.How to transfer your Switch 1 data using Nintendo's serversThe confusion about factory resets comes from this data transfer option, which involves using the Nintendo servers. This will factory reset your Switch, and is best if you plan to sell it anyway, or if you expect to be away from your original Switch during Switch 2 setup and don’t mind setting up your original console from scratch when you get back to it. To start this kind of transfer, power on your original Switch, navigate to the System Transfer page mentioned above, then select I don’t have a Nintendo Switch 2 yet. Take note of the Download Deadline for later. Conveniently, that does point to one upside to this method: you can start it before you even have a Switch 2 in hand.Now, click Next, then Upload Data, then OK, followed by another OK. Click Start Initialization to begin factory resetting your original Switch. From here, your original Switch will revert to how it was before you bought it, and you’ll need to move over to your Switch 2, click Begin System Transfer, and sign into your Nintendo account. If the system detects that you have transfer data to download from the cloud, it’ll walk you through the process. Note, however, that if you don’t download your transfer data before the deadline you jotted down earlier, you’ll lose access to it.If you want to skip the data transfer process...If you’d rather not transfer your data, that’s also fine, but you won’t have an opportunity to do so later, and will instead need to move games and save data over manually. Click the Don’t Transfer Data button, then Continue to move to the next step.Adding a user and parental controlsWith system transfers out of the way, you’re through the hardest part of setting up your new console. Now, you’ll be prompted to add a user to the system. Here, you can sign in with your Nintendo Account to get access to your Switch Online subscription and your collection of downloadable games, or create a local user profile. After that, you can add more users as you like, or you can save that for later.Next up, parental controls. Like with additional users, you can set these up later under System Settings > Parental Controls, but there’s no harm to setting them up now as well. To do so, click Set Parental Controls. 

    Credit: Michelle Ehrhardt

    You’ll have a few options. Most of these will prompt you to use Nintendo’s Parental Controls app, but you can also click the X button on the right-hand joy-con to set up limited parental controls directly on the console. Doing so will allow you to select from a number of presets that will block access to certain games and communication features, but not much else. Using the app, meanwhile, will let you set a daily play time limit, bedtime settings, restrictions on the new GameChat feature, and see reports on play time and games played. It also doesn’t require a Switch Online subscription, so it’s worth using if you have a smart device.To set up parental controls using the app, first download it for either iOS or Android using the information on the screen, then click the “If You’ve Already Downloaded the App” button. Enter the registration code from your app into your Switch 2 system, then follow the instructions in the app to finish setup. Which buttons you’ll need to click will depend on the controls you’d like to activate, as well as for which users and systems, but it’s fairly straightforward.MicroSD card limitationsJust a couple more screens. First, a quick warning about microSD cards. Unlike the Switch 1, the Switch 2 is only compatible with microSD Express cards, which are faster, but options for them are also a bit more limited—in other words, there’s a good chance you won’t be able to use the same microSD card from your Switch 1 on your Switch 2. To use a microSD card on Switch 2, it’ll need either of the two logos shown in the image below. A bit of a bummer, but at least a microSD card is optional.

    Credit: Michelle Ehrhardt

    Oh, and like on the Switch 1, the microSD slot is hidden under the kickstand, in case you’re having trouble finding it.Virtual Game CardsYou’re technically through setup at this point, but there are still a few features you’ll probably want to configure before you start gaming. The most obvious of these is Virtual Game Cards, Nintendo’s new system for managing games purchased digitally.Essentially, like the name implies, these work similarly to physical game cards, but over the internet. This means that, unlike with your Steam library, you can only load a game to one console at a time. "Loading" is Nintendo specific term, but for the most part, it just means your game is downloaded and ready to play."To access your Virtual Game Cards, click the Virtual Game Card icon in the bottom row on your Switch 2’s home screen—it’ll look like a game cartridge. From here, if you’ve signed into your Nintendo account, you’ll see all your digital purchases and will be able to download and play them from here. If you haven’t signed into your Nintendo Account, you’ll have the option to do so.

    Credit: Michelle Ehrhardt

    Now, you’ll have a few options. First, if a game isn’t loaded onto your original Switch, you can simply download it to your Switch 2 by clicking Load to This Console. If the console isn’t set as your primary device, you might see a warning if you try to open a game, depending on how up-to-date your original Switch's software is. If your original Switch doesn't have the Virtual Game Cards update yet, you can click the If You Don’t Have That Console button to download your game anyway. It will simply cease being playable on the other console while you use it on this one, although that’s always the case when moving a Virtual Game Card between systems. Otherwise, you might need to link your two systems by bringing them close together and following the instructions on screen before you can load a Virtual Game Card on your new device. If you're not able to do this, like if you've gotten rid of your original Switch while it's still set as your primary device, you can remove your old Switch from your account by deregistering it. After deregistering your old console, you can set your Switch 2 as your new primary device by connecting it to the eShop. If you're able to link your old console to your new one, this won’t be necessary for simply accessing your library, but it will extend any Nintendo Online benefits to all users on your new primary device, rather than the one associated with your Nintendo Account.

    Credit: Michelle Ehrhardt

    Alternatively, if you've managed to link your devices, you can use the device that currently has your Virtual Game Cardon it to load it to your new one. Simply open your games, click Load to Another Console, and follow the instructions on screen. This will have the same effect as the Load to This Console Button. Also, if you'd like to be able to continue playing a game on a device even after moving its Virtual Game Card to another device, you can enable Use Online License under System Settings > User Settings > Online License Settings to do just that. You'll need to be connected to the internet for this to work, whereas you can play a Virtual Game Card offline, but it's better than nothing. Plus, this enables that workaround from earlier in this section that allows you to play the same game on both devices at once.How to lend a Virtual Game Card to someone elseYou’ll also notice that you can lend a Virtual Game Card to members of a “Family Group.” To do this, you’ll first need to set up a Family Group online. On Nintendo’s website, log into your Nintendo Account, then click the Family Group tab on the left hand side of your account page. Here, you can invite members to join your Family Group via email, or create a Family Group account for your child. Note that if you have a Nintendo Switch online Family Plan subscription, members of your Family Group will be able to use its benefits, although accounts that are part of your family group can also still use their individual subscriptions.With a Family Group set up, on the Virtual Game Card page, click the game you’d like to lend out, then Lend to a Family Group Member. Next, bring your Switch 2 in close proximity with that Family Group Member’s device—this needs to be done in person.Finally, click Select a User to Lend to. You can lend up to three games to three different accounts at once, and borrowers will be able to play these games for 14 days. During that time, you won’t be able to play the Game Card, and the borrower won’t get access to your save data while borrowing. However, they will keep their own save data for their next borrowing period, or if they choose to buy the game themselves. There are no limits to how often you can lend out a game, and you can re-lend games immediately upon the borrowing period expiring. Also, while you’ll need to lend out your games in person, they’ll return to you remotely.Transferring save dataEven if you didn’t transfer your Switch 1 data to your Switch 2 during setup, you can still access its save data on your new device. You have a couple of options here.First, the free option. On your original Switch, go to System Settings > Data Management > Transfer Your Data. Click Send Data to Another Console, then pick the user whose saves you want to send to your Switch 2. Pick the saves you want to send over, then click OK. Note that these saves will be deleted from your original console once moved over.Next, with your Switch 2 in close proximity to your Switch 1, navigate to System Settings > Data Management > Transfer Your Data. Click Receive Data. To move data from your Switch 2 to your Switch 1, simply perform these steps in reverse.Second, the paid option. If you have a Nintendo Switch Online membership, you can also use cloud saves to move save data between devices. By default, these are enabled automatically and will keep both of your systems up to date with the most recent saves. However, you can also manually download cloud saves either from a game’s software menuor from System Settings > Data Management > Data Cloud. You can also disable automatic save data download from here, if you like.Lock your home screen behind a passcodeFinally, you can lock your Switch 2 with a PIN for some added security, kind of like a cell phone. To set this up, simply go to Settings > System > Console Lock. Click OK, then follow the instructions on the screen that pops up to enter your PIN.There’s plenty more to dive into with the Switch 2, which I’ll cover over the following week. For now, though, this should be enough to get you started. Happy gaming!
    #how #set #start #using #your
    How to Set Up and Start Using Your New Nintendo Switch 2
    So, you’ve braved the pre-order sites, or maybe you’ve just gotten lucky while waiting in line—either way, you’ve got yourself a Nintendo Switch 2. Congratulations! But before you start gaming, there are a few things you’ll need to keep in mind while setting up your console. Nintendo is known for being user friendly, but also a bit particular. Case in point: You can only do a full transfer of your Switch 1 data to your Switch 2 during setup, and if you miss this opportunity, you’ll have to reset your device to try again, or manually copy over your games and save data piece-by-piece later on.Luckily, I’ve got your back. Read on for a quick guide on how to set up your Nintendo Switch 2, and the three other features you should set up before you start playing.How to start setting up a Nintendo Switch 2For the most part, setting up a new Switch 2 out of the box is straightforward, but you’ll still want to pay close attention to each step before moving on, especially when it comes to transferring console data.First, remove your Switch 2 and your joy-con controllers from their packaging. Then, plug your joy-cons into their respective slots. If you don’t know which joy-con goes where, the one with red highlights goes to the right of the screen, and the one with blue highlights goes to the left.Next, plug your Switch into power using the included charging brick and cable, and power it on. On the screens that follow, select your language and region, then read and accept the end-user license agreement. Credit: Michelle Ehrhardt You’ll see a screen to connect to the internet and download the console’s day-one system update. This technically isn’t mandatory, and skipping itwill instead take you to time zone settings. However, most features will be locked down, including backward compatibility, until you download it, so I recommend doing it during setup if possible. If you do skip this step, you can access the update later under Settings > System > System Update.Once you’re connected to the internet and you’ve started downloading the update, you’ll be able to continue setup while it downloads. Now, you’ll pick your time zone and click through a couple of tutorial pages. These will instruct you about portable and TV play, tell you how to use the kickstand and extra USB-C port, and walk you through detaching your joy-con from the console. You can also click through an optional tutorial on connecting your Switch 2 to a TV, if you like, after which you’ll get quick guides on using the included joy-con grip accessory and the joy-con wrist straps.If your console hasn’t finished updating, it’ll finish that now, and then take you to your first big decision: do you want to transfer your Switch 1 data to your Switch 2?Transferring Switch 1 data to the Switch 2During Switch 2 setup, Nintendo will allow you to transfer your Switch 1 data to your Switch 2, but there are a few caveats.You’ll know you’re ready for this once your system update is downloaded and you’re on a screen that says “To Nintendo Switch Console Owners,” above a graphic of someone holding a Switch 1 and Switch 2. Next to the graphic, you’ll see two buttons: Begin System Transfer, Don’t Transfer Data, plus a third button below that explains the process to you, but leaves out a few key details.Before you make your decision, the most important thing to remember is this: There are actually two ways to transfer data from the Switch 1 to the Switch 2, and despite what you might have read elsewhere, locally transferring your Switch 1 data to the Switch 2 during setup will not factory reset your original Switch. Unless you’ve taken extra steps beforehand, this is the option Nintendo’s setup process will recommend to you, so most users don’t need to be scared about accidentally erasing their original consoles. Credit: Michelle Ehrhardt If you stick with a local transfer, it will simply copy over your data to your Switch 2, so that it exists on both systems. There are a few specific cases where some data will get removed from your original device as it makes its way over to your new one, but for the most part, you’ll be able to keep using your original device as usual after the transfer, and there are ways to get that data back later on. Just know that save data for specific games, as well as some free-to-play games, may have been deleted from your Switch 1 and moved over to your Switch 2. Don’t worry— Nintendo will warn you about which software will be affected during the transfer process. Additionally, screenshots and video captures stored on a microSD card attached to the Switch 1 will need to be moved over manually later on.How to transfer your Switch 1 data locallyWith that in mind, if you want to transfer your data locally, which is what most people should do, click the Begin System Transfer button and follow the instructions—this involves signing into your Nintendo account, keeping your original Switch powered on and in close proximity to the Switch 2, and activating the transfer on your original Switch under Settings > System Settings > System Transfer to Nintendo Switch 2.How to transfer your Switch 1 data using Nintendo's serversThe confusion about factory resets comes from this data transfer option, which involves using the Nintendo servers. This will factory reset your Switch, and is best if you plan to sell it anyway, or if you expect to be away from your original Switch during Switch 2 setup and don’t mind setting up your original console from scratch when you get back to it. To start this kind of transfer, power on your original Switch, navigate to the System Transfer page mentioned above, then select I don’t have a Nintendo Switch 2 yet. Take note of the Download Deadline for later. Conveniently, that does point to one upside to this method: you can start it before you even have a Switch 2 in hand.Now, click Next, then Upload Data, then OK, followed by another OK. Click Start Initialization to begin factory resetting your original Switch. From here, your original Switch will revert to how it was before you bought it, and you’ll need to move over to your Switch 2, click Begin System Transfer, and sign into your Nintendo account. If the system detects that you have transfer data to download from the cloud, it’ll walk you through the process. Note, however, that if you don’t download your transfer data before the deadline you jotted down earlier, you’ll lose access to it.If you want to skip the data transfer process...If you’d rather not transfer your data, that’s also fine, but you won’t have an opportunity to do so later, and will instead need to move games and save data over manually. Click the Don’t Transfer Data button, then Continue to move to the next step.Adding a user and parental controlsWith system transfers out of the way, you’re through the hardest part of setting up your new console. Now, you’ll be prompted to add a user to the system. Here, you can sign in with your Nintendo Account to get access to your Switch Online subscription and your collection of downloadable games, or create a local user profile. After that, you can add more users as you like, or you can save that for later.Next up, parental controls. Like with additional users, you can set these up later under System Settings > Parental Controls, but there’s no harm to setting them up now as well. To do so, click Set Parental Controls.  Credit: Michelle Ehrhardt You’ll have a few options. Most of these will prompt you to use Nintendo’s Parental Controls app, but you can also click the X button on the right-hand joy-con to set up limited parental controls directly on the console. Doing so will allow you to select from a number of presets that will block access to certain games and communication features, but not much else. Using the app, meanwhile, will let you set a daily play time limit, bedtime settings, restrictions on the new GameChat feature, and see reports on play time and games played. It also doesn’t require a Switch Online subscription, so it’s worth using if you have a smart device.To set up parental controls using the app, first download it for either iOS or Android using the information on the screen, then click the “If You’ve Already Downloaded the App” button. Enter the registration code from your app into your Switch 2 system, then follow the instructions in the app to finish setup. Which buttons you’ll need to click will depend on the controls you’d like to activate, as well as for which users and systems, but it’s fairly straightforward.MicroSD card limitationsJust a couple more screens. First, a quick warning about microSD cards. Unlike the Switch 1, the Switch 2 is only compatible with microSD Express cards, which are faster, but options for them are also a bit more limited—in other words, there’s a good chance you won’t be able to use the same microSD card from your Switch 1 on your Switch 2. To use a microSD card on Switch 2, it’ll need either of the two logos shown in the image below. A bit of a bummer, but at least a microSD card is optional. Credit: Michelle Ehrhardt Oh, and like on the Switch 1, the microSD slot is hidden under the kickstand, in case you’re having trouble finding it.Virtual Game CardsYou’re technically through setup at this point, but there are still a few features you’ll probably want to configure before you start gaming. The most obvious of these is Virtual Game Cards, Nintendo’s new system for managing games purchased digitally.Essentially, like the name implies, these work similarly to physical game cards, but over the internet. This means that, unlike with your Steam library, you can only load a game to one console at a time. "Loading" is Nintendo specific term, but for the most part, it just means your game is downloaded and ready to play."To access your Virtual Game Cards, click the Virtual Game Card icon in the bottom row on your Switch 2’s home screen—it’ll look like a game cartridge. From here, if you’ve signed into your Nintendo account, you’ll see all your digital purchases and will be able to download and play them from here. If you haven’t signed into your Nintendo Account, you’ll have the option to do so. Credit: Michelle Ehrhardt Now, you’ll have a few options. First, if a game isn’t loaded onto your original Switch, you can simply download it to your Switch 2 by clicking Load to This Console. If the console isn’t set as your primary device, you might see a warning if you try to open a game, depending on how up-to-date your original Switch's software is. If your original Switch doesn't have the Virtual Game Cards update yet, you can click the If You Don’t Have That Console button to download your game anyway. It will simply cease being playable on the other console while you use it on this one, although that’s always the case when moving a Virtual Game Card between systems. Otherwise, you might need to link your two systems by bringing them close together and following the instructions on screen before you can load a Virtual Game Card on your new device. If you're not able to do this, like if you've gotten rid of your original Switch while it's still set as your primary device, you can remove your old Switch from your account by deregistering it. After deregistering your old console, you can set your Switch 2 as your new primary device by connecting it to the eShop. If you're able to link your old console to your new one, this won’t be necessary for simply accessing your library, but it will extend any Nintendo Online benefits to all users on your new primary device, rather than the one associated with your Nintendo Account. Credit: Michelle Ehrhardt Alternatively, if you've managed to link your devices, you can use the device that currently has your Virtual Game Cardon it to load it to your new one. Simply open your games, click Load to Another Console, and follow the instructions on screen. This will have the same effect as the Load to This Console Button. Also, if you'd like to be able to continue playing a game on a device even after moving its Virtual Game Card to another device, you can enable Use Online License under System Settings > User Settings > Online License Settings to do just that. You'll need to be connected to the internet for this to work, whereas you can play a Virtual Game Card offline, but it's better than nothing. Plus, this enables that workaround from earlier in this section that allows you to play the same game on both devices at once.How to lend a Virtual Game Card to someone elseYou’ll also notice that you can lend a Virtual Game Card to members of a “Family Group.” To do this, you’ll first need to set up a Family Group online. On Nintendo’s website, log into your Nintendo Account, then click the Family Group tab on the left hand side of your account page. Here, you can invite members to join your Family Group via email, or create a Family Group account for your child. Note that if you have a Nintendo Switch online Family Plan subscription, members of your Family Group will be able to use its benefits, although accounts that are part of your family group can also still use their individual subscriptions.With a Family Group set up, on the Virtual Game Card page, click the game you’d like to lend out, then Lend to a Family Group Member. Next, bring your Switch 2 in close proximity with that Family Group Member’s device—this needs to be done in person.Finally, click Select a User to Lend to. You can lend up to three games to three different accounts at once, and borrowers will be able to play these games for 14 days. During that time, you won’t be able to play the Game Card, and the borrower won’t get access to your save data while borrowing. However, they will keep their own save data for their next borrowing period, or if they choose to buy the game themselves. There are no limits to how often you can lend out a game, and you can re-lend games immediately upon the borrowing period expiring. Also, while you’ll need to lend out your games in person, they’ll return to you remotely.Transferring save dataEven if you didn’t transfer your Switch 1 data to your Switch 2 during setup, you can still access its save data on your new device. You have a couple of options here.First, the free option. On your original Switch, go to System Settings > Data Management > Transfer Your Data. Click Send Data to Another Console, then pick the user whose saves you want to send to your Switch 2. Pick the saves you want to send over, then click OK. Note that these saves will be deleted from your original console once moved over.Next, with your Switch 2 in close proximity to your Switch 1, navigate to System Settings > Data Management > Transfer Your Data. Click Receive Data. To move data from your Switch 2 to your Switch 1, simply perform these steps in reverse.Second, the paid option. If you have a Nintendo Switch Online membership, you can also use cloud saves to move save data between devices. By default, these are enabled automatically and will keep both of your systems up to date with the most recent saves. However, you can also manually download cloud saves either from a game’s software menuor from System Settings > Data Management > Data Cloud. You can also disable automatic save data download from here, if you like.Lock your home screen behind a passcodeFinally, you can lock your Switch 2 with a PIN for some added security, kind of like a cell phone. To set this up, simply go to Settings > System > Console Lock. Click OK, then follow the instructions on the screen that pops up to enter your PIN.There’s plenty more to dive into with the Switch 2, which I’ll cover over the following week. For now, though, this should be enough to get you started. Happy gaming! #how #set #start #using #your
    How to Set Up and Start Using Your New Nintendo Switch 2
    lifehacker.com
    So, you’ve braved the pre-order sites, or maybe you’ve just gotten lucky while waiting in line—either way, you’ve got yourself a Nintendo Switch 2. Congratulations! But before you start gaming, there are a few things you’ll need to keep in mind while setting up your console. Nintendo is known for being user friendly, but also a bit particular. Case in point: You can only do a full transfer of your Switch 1 data to your Switch 2 during setup, and if you miss this opportunity, you’ll have to reset your device to try again, or manually copy over your games and save data piece-by-piece later on.Luckily, I’ve got your back. Read on for a quick guide on how to set up your Nintendo Switch 2, and the three other features you should set up before you start playing.How to start setting up a Nintendo Switch 2For the most part, setting up a new Switch 2 out of the box is straightforward, but you’ll still want to pay close attention to each step before moving on, especially when it comes to transferring console data.First, remove your Switch 2 and your joy-con controllers from their packaging. Then, plug your joy-cons into their respective slots (they’ll attach magnetically, so it’s much simpler than on the first Switch). If you don’t know which joy-con goes where, the one with red highlights goes to the right of the screen, and the one with blue highlights goes to the left.Next, plug your Switch into power using the included charging brick and cable, and power it on. On the screens that follow, select your language and region, then read and accept the end-user license agreement. Credit: Michelle Ehrhardt You’ll see a screen to connect to the internet and download the console’s day-one system update. This technically isn’t mandatory, and skipping it (with the X button on the right joy-con) will instead take you to time zone settings. However, most features will be locked down, including backward compatibility, until you download it, so I recommend doing it during setup if possible. If you do skip this step, you can access the update later under Settings > System > System Update.Once you’re connected to the internet and you’ve started downloading the update, you’ll be able to continue setup while it downloads. Now, you’ll pick your time zone and click through a couple of tutorial pages. These will instruct you about portable and TV play, tell you how to use the kickstand and extra USB-C port, and walk you through detaching your joy-con from the console (press in the button on the back of the joy-con, underneath the trigger, and pull). You can also click through an optional tutorial on connecting your Switch 2 to a TV, if you like, after which you’ll get quick guides on using the included joy-con grip accessory and the joy-con wrist straps.If your console hasn’t finished updating, it’ll finish that now, and then take you to your first big decision: do you want to transfer your Switch 1 data to your Switch 2?Transferring Switch 1 data to the Switch 2During Switch 2 setup, Nintendo will allow you to transfer your Switch 1 data to your Switch 2, but there are a few caveats.You’ll know you’re ready for this once your system update is downloaded and you’re on a screen that says “To Nintendo Switch Console Owners,” above a graphic of someone holding a Switch 1 and Switch 2. Next to the graphic, you’ll see two buttons: Begin System Transfer, Don’t Transfer Data, plus a third button below that explains the process to you, but leaves out a few key details.Before you make your decision, the most important thing to remember is this: There are actually two ways to transfer data from the Switch 1 to the Switch 2, and despite what you might have read elsewhere, locally transferring your Switch 1 data to the Switch 2 during setup will not factory reset your original Switch. Unless you’ve taken extra steps beforehand, this is the option Nintendo’s setup process will recommend to you, so most users don’t need to be scared about accidentally erasing their original consoles. Credit: Michelle Ehrhardt If you stick with a local transfer, it will simply copy over your data to your Switch 2, so that it exists on both systems. There are a few specific cases where some data will get removed from your original device as it makes its way over to your new one, but for the most part, you’ll be able to keep using your original device as usual after the transfer, and there are ways to get that data back later on (I’ll get into that). Just know that save data for specific games, as well as some free-to-play games, may have been deleted from your Switch 1 and moved over to your Switch 2. Don’t worry— Nintendo will warn you about which software will be affected during the transfer process. Additionally, screenshots and video captures stored on a microSD card attached to the Switch 1 will need to be moved over manually later on.How to transfer your Switch 1 data locallyWith that in mind, if you want to transfer your data locally, which is what most people should do, click the Begin System Transfer button and follow the instructions—this involves signing into your Nintendo account, keeping your original Switch powered on and in close proximity to the Switch 2, and activating the transfer on your original Switch under Settings > System Settings > System Transfer to Nintendo Switch 2.How to transfer your Switch 1 data using Nintendo's serversThe confusion about factory resets comes from this data transfer option, which involves using the Nintendo servers. This will factory reset your Switch, and is best if you plan to sell it anyway, or if you expect to be away from your original Switch during Switch 2 setup and don’t mind setting up your original console from scratch when you get back to it. To start this kind of transfer, power on your original Switch, navigate to the System Transfer page mentioned above, then select I don’t have a Nintendo Switch 2 yet. Take note of the Download Deadline for later. Conveniently, that does point to one upside to this method: you can start it before you even have a Switch 2 in hand.Now, click Next, then Upload Data, then OK, followed by another OK. Click Start Initialization to begin factory resetting your original Switch. From here, your original Switch will revert to how it was before you bought it, and you’ll need to move over to your Switch 2, click Begin System Transfer, and sign into your Nintendo account. If the system detects that you have transfer data to download from the cloud, it’ll walk you through the process. Note, however, that if you don’t download your transfer data before the deadline you jotted down earlier, you’ll lose access to it.If you want to skip the data transfer process...If you’d rather not transfer your data, that’s also fine, but you won’t have an opportunity to do so later, and will instead need to move games and save data over manually. Click the Don’t Transfer Data button, then Continue to move to the next step.Adding a user and parental controlsWith system transfers out of the way, you’re through the hardest part of setting up your new console. Now, you’ll be prompted to add a user to the system. Here, you can sign in with your Nintendo Account to get access to your Switch Online subscription and your collection of downloadable games, or create a local user profile. After that, you can add more users as you like, or you can save that for later (simply navigate to System Settings > User > Add User).Next up, parental controls. Like with additional users, you can set these up later under System Settings > Parental Controls, but there’s no harm to setting them up now as well. To do so, click Set Parental Controls.  Credit: Michelle Ehrhardt You’ll have a few options. Most of these will prompt you to use Nintendo’s Parental Controls app, but you can also click the X button on the right-hand joy-con to set up limited parental controls directly on the console. Doing so will allow you to select from a number of presets that will block access to certain games and communication features, but not much else. Using the app, meanwhile, will let you set a daily play time limit, bedtime settings, restrictions on the new GameChat feature, and see reports on play time and games played. It also doesn’t require a Switch Online subscription, so it’s worth using if you have a smart device.To set up parental controls using the app, first download it for either iOS or Android using the information on the screen, then click the “If You’ve Already Downloaded the App” button. Enter the registration code from your app into your Switch 2 system, then follow the instructions in the app to finish setup. Which buttons you’ll need to click will depend on the controls you’d like to activate, as well as for which users and systems, but it’s fairly straightforward.MicroSD card limitationsJust a couple more screens. First, a quick warning about microSD cards. Unlike the Switch 1, the Switch 2 is only compatible with microSD Express cards, which are faster, but options for them are also a bit more limited—in other words, there’s a good chance you won’t be able to use the same microSD card from your Switch 1 on your Switch 2. To use a microSD card on Switch 2, it’ll need either of the two logos shown in the image below. A bit of a bummer, but at least a microSD card is optional (it’ll help you store more games, but the included storage on the Switch 2 is more generous than on the Switch 1). Credit: Michelle Ehrhardt Oh, and like on the Switch 1, the microSD slot is hidden under the kickstand, in case you’re having trouble finding it.Virtual Game CardsYou’re technically through setup at this point, but there are still a few features you’ll probably want to configure before you start gaming. The most obvious of these is Virtual Game Cards, Nintendo’s new system for managing games purchased digitally.Essentially, like the name implies, these work similarly to physical game cards, but over the internet. This means that, unlike with your Steam library, you can only load a game to one console at a time. "Loading" is Nintendo specific term, but for the most part, it just means your game is downloaded and ready to play."(Technically, you can still play the same game on two separate consoles at the same time, even if it isn't loaded on one, but doing so is a bit obtuse—click through here for more details.)To access your Virtual Game Cards, click the Virtual Game Card icon in the bottom row on your Switch 2’s home screen—it’ll look like a game cartridge. From here, if you’ve signed into your Nintendo account, you’ll see all your digital purchases and will be able to download and play them from here. If you haven’t signed into your Nintendo Account, you’ll have the option to do so. Credit: Michelle Ehrhardt Now, you’ll have a few options. First, if a game isn’t loaded onto your original Switch, you can simply download it to your Switch 2 by clicking Load to This Console. If the console isn’t set as your primary device (likely the case if you didn’t do a transfer), you might see a warning if you try to open a game, depending on how up-to-date your original Switch's software is. If your original Switch doesn't have the Virtual Game Cards update yet, you can click the If You Don’t Have That Console button to download your game anyway. It will simply cease being playable on the other console while you use it on this one, although that’s always the case when moving a Virtual Game Card between systems. Otherwise, you might need to link your two systems by bringing them close together and following the instructions on screen before you can load a Virtual Game Card on your new device. If you're not able to do this, like if you've gotten rid of your original Switch while it's still set as your primary device, you can remove your old Switch from your account by deregistering it. After deregistering your old console, you can set your Switch 2 as your new primary device by connecting it to the eShop. If you're able to link your old console to your new one, this won’t be necessary for simply accessing your library, but it will extend any Nintendo Online benefits to all users on your new primary device, rather than the one associated with your Nintendo Account. Credit: Michelle Ehrhardt Alternatively, if you've managed to link your devices, you can use the device that currently has your Virtual Game Card (i.e. your Switch 1) on it to load it to your new one (i.e. your Switch 2). Simply open your games, click Load to Another Console, and follow the instructions on screen. This will have the same effect as the Load to This Console Button. Also, if you'd like to be able to continue playing a game on a device even after moving its Virtual Game Card to another device, you can enable Use Online License under System Settings > User Settings > Online License Settings to do just that. You'll need to be connected to the internet for this to work, whereas you can play a Virtual Game Card offline, but it's better than nothing. Plus, this enables that workaround from earlier in this section that allows you to play the same game on both devices at once.How to lend a Virtual Game Card to someone elseYou’ll also notice that you can lend a Virtual Game Card to members of a “Family Group.” To do this, you’ll first need to set up a Family Group online. On Nintendo’s website, log into your Nintendo Account, then click the Family Group tab on the left hand side of your account page. Here, you can invite members to join your Family Group via email, or create a Family Group account for your child. Note that if you have a Nintendo Switch online Family Plan subscription, members of your Family Group will be able to use its benefits (for up to eight accounts), although accounts that are part of your family group can also still use their individual subscriptions.With a Family Group set up, on the Virtual Game Card page, click the game you’d like to lend out, then Lend to a Family Group Member. Next, bring your Switch 2 in close proximity with that Family Group Member’s device—this needs to be done in person.Finally, click Select a User to Lend to. You can lend up to three games to three different accounts at once, and borrowers will be able to play these games for 14 days. During that time, you won’t be able to play the Game Card, and the borrower won’t get access to your save data while borrowing. However, they will keep their own save data for their next borrowing period, or if they choose to buy the game themselves. There are no limits to how often you can lend out a game, and you can re-lend games immediately upon the borrowing period expiring. Also, while you’ll need to lend out your games in person, they’ll return to you remotely.Transferring save dataEven if you didn’t transfer your Switch 1 data to your Switch 2 during setup, you can still access its save data on your new device. You have a couple of options here.First, the free option. On your original Switch, go to System Settings > Data Management > Transfer Your Save Data. Click Send Data to Another Console, then pick the user whose saves you want to send to your Switch 2. Pick the saves you want to send over, then click OK. Note that these saves will be deleted from your original console once moved over.Next, with your Switch 2 in close proximity to your Switch 1 (this also needs to be done in person), navigate to System Settings > Data Management > Transfer Your Save Data. Click Receive Save Data. To move data from your Switch 2 to your Switch 1, simply perform these steps in reverse.Second, the paid option. If you have a Nintendo Switch Online membership, you can also use cloud saves to move save data between devices. By default, these are enabled automatically and will keep both of your systems up to date with the most recent saves. However, you can also manually download cloud saves either from a game’s software menu (press + or - while hovering over it on the Switch home screen) or from System Settings > Data Management > Save Data Cloud. You can also disable automatic save data download from here, if you like.Lock your home screen behind a passcodeFinally, you can lock your Switch 2 with a PIN for some added security, kind of like a cell phone. To set this up, simply go to Settings > System > Console Lock. Click OK, then follow the instructions on the screen that pops up to enter your PIN.There’s plenty more to dive into with the Switch 2, which I’ll cover over the following week. For now, though, this should be enough to get you started. Happy gaming!
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  • Running Windows on your Mac doesn’t have to suck — this app makes it easy

    TL;DR: Run Windows apps on your Mac without rebooting—Parallels Desktop isfor a limited time.
    Running Windows on your Mac used to be a hassle; full reboots, clunky partitions, and hoping Boot Camp wouldn’t break your system. However, there’s a smarter way. Parallels Desktop for Mac gives you the power to run Windows, Linux, or other operating systems alongside macOS with zero reboots.
    Parallels creates a virtual machine on your Mac, letting you install and use another operating system just like you would on a real computer. That means you can run Excel, Access, or other Windows-only programs without switching devices or juggling complicated workarounds.
    Compatible with both Intel and Apple M-series chips, Parallels also includes over 30 handy tools, such as video converters, file organizers, and screen recorders. It supports macOS Sequoia 15 and runs optimized Windows 10 and 11 environments.

    This is a big upgrade over Boot Camp. There’s no need to reboot your Mac to access Windows. You can drag and drop files across systems, copy and paste content between apps, and keep all your productivity tools in one place.
    Whether you’re a developer testing across platforms or want to play a Windows game on your Mac, Parallels makes it easier, cleaner, and way more efficient.
    Download a 1-year Parallels Desktop subscription now for just while it lasts.

    Parallels Desktop for Mac: 1-Year SubscriptionSee Deal
    StackSocial prices subject to change.
    #running #windows #your #mac #doesnt
    Running Windows on your Mac doesn’t have to suck — this app makes it easy
    TL;DR: Run Windows apps on your Mac without rebooting—Parallels Desktop isfor a limited time. Running Windows on your Mac used to be a hassle; full reboots, clunky partitions, and hoping Boot Camp wouldn’t break your system. However, there’s a smarter way. Parallels Desktop for Mac gives you the power to run Windows, Linux, or other operating systems alongside macOS with zero reboots. Parallels creates a virtual machine on your Mac, letting you install and use another operating system just like you would on a real computer. That means you can run Excel, Access, or other Windows-only programs without switching devices or juggling complicated workarounds. Compatible with both Intel and Apple M-series chips, Parallels also includes over 30 handy tools, such as video converters, file organizers, and screen recorders. It supports macOS Sequoia 15 and runs optimized Windows 10 and 11 environments. This is a big upgrade over Boot Camp. There’s no need to reboot your Mac to access Windows. You can drag and drop files across systems, copy and paste content between apps, and keep all your productivity tools in one place. Whether you’re a developer testing across platforms or want to play a Windows game on your Mac, Parallels makes it easier, cleaner, and way more efficient. Download a 1-year Parallels Desktop subscription now for just while it lasts. Parallels Desktop for Mac: 1-Year SubscriptionSee Deal StackSocial prices subject to change. #running #windows #your #mac #doesnt
    Running Windows on your Mac doesn’t have to suck — this app makes it easy
    www.pcworld.com
    TL;DR: Run Windows apps on your Mac without rebooting—Parallels Desktop is $59.99 (reg. $99.99) for a limited time. Running Windows on your Mac used to be a hassle; full reboots, clunky partitions, and hoping Boot Camp wouldn’t break your system. However, there’s a smarter way. Parallels Desktop for Mac gives you the power to run Windows, Linux, or other operating systems alongside macOS with zero reboots. Parallels creates a virtual machine on your Mac, letting you install and use another operating system just like you would on a real computer. That means you can run Excel, Access, or other Windows-only programs without switching devices or juggling complicated workarounds. Compatible with both Intel and Apple M-series chips, Parallels also includes over 30 handy tools, such as video converters, file organizers, and screen recorders. It supports macOS Sequoia 15 and runs optimized Windows 10 and 11 environments. This is a big upgrade over Boot Camp. There’s no need to reboot your Mac to access Windows. You can drag and drop files across systems, copy and paste content between apps, and keep all your productivity tools in one place. Whether you’re a developer testing across platforms or want to play a Windows game on your Mac, Parallels makes it easier, cleaner, and way more efficient. Download a 1-year Parallels Desktop subscription now for just $59.99 while it lasts. Parallels Desktop for Mac: 1-Year Subscription (Standard Edition)See Deal StackSocial prices subject to change.
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  • It’s not just you: Mail has been broken on iOS 18.5

    If you’ve recently found your Mail app stuck on a blank white screen, you’re not alone. It’s been happening to my girlfriend, to my mom, and to quite a few thousand people around the world. Here are a few workarounds.

    No Mail for you
    Over the past few days, a growing number of iPhone users have reported that the Mail app displays a blank screen upon opening, becomes unresponsive, or crashes unexpectedly.
    This issue appears to affect various iPhone models, suggesting it is a software-related problem tied to iOS 18.5. Apple has yet to acknowledge the issue.
    Interestingly, while iOS 18.5 was released last month, widespread reports of this Mail app issue have only surfaced recently. Users across platforms like Reddit, Apple Support Communities and MacRumors have been sharing their experiences, indicating that the problem isn’t isolated.
    Temporary workarounds
    While there’s no official fix yet, some users have found temporary solutions, including restarting the iPhone, force-closing the Mail app, disabling keyboard auto-correction and smart punctuation, and reinstalling the Mail app.
    However, these solutions are not permanent, and the problem often recurs.
    Nothing from Apple
    As of now, Apple has not officially acknowledged the issue. The company’s System Status page does not indicate any problems with the Mail app either, and there has been no official communication regarding a fix.
    In situations like this, Apple usually waits until it has a bug fix roadmap before it says anything. Still, we asked Apple about it, and will update this post if they respond.

    Add 9to5Mac to your Google News feed. 

    FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
    #its #not #just #you #mail
    It’s not just you: Mail has been broken on iOS 18.5
    If you’ve recently found your Mail app stuck on a blank white screen, you’re not alone. It’s been happening to my girlfriend, to my mom, and to quite a few thousand people around the world. Here are a few workarounds. No Mail for you Over the past few days, a growing number of iPhone users have reported that the Mail app displays a blank screen upon opening, becomes unresponsive, or crashes unexpectedly. This issue appears to affect various iPhone models, suggesting it is a software-related problem tied to iOS 18.5. Apple has yet to acknowledge the issue. Interestingly, while iOS 18.5 was released last month, widespread reports of this Mail app issue have only surfaced recently. Users across platforms like Reddit, Apple Support Communities and MacRumors have been sharing their experiences, indicating that the problem isn’t isolated. Temporary workarounds While there’s no official fix yet, some users have found temporary solutions, including restarting the iPhone, force-closing the Mail app, disabling keyboard auto-correction and smart punctuation, and reinstalling the Mail app. However, these solutions are not permanent, and the problem often recurs. Nothing from Apple As of now, Apple has not officially acknowledged the issue. The company’s System Status page does not indicate any problems with the Mail app either, and there has been no official communication regarding a fix. In situations like this, Apple usually waits until it has a bug fix roadmap before it says anything. Still, we asked Apple about it, and will update this post if they respond. Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel #its #not #just #you #mail
    It’s not just you: Mail has been broken on iOS 18.5
    9to5mac.com
    If you’ve recently found your Mail app stuck on a blank white screen, you’re not alone. It’s been happening to my girlfriend, to my mom, and to quite a few thousand people around the world. Here are a few workarounds. No Mail for you Over the past few days, a growing number of iPhone users have reported that the Mail app displays a blank screen upon opening, becomes unresponsive, or crashes unexpectedly. This issue appears to affect various iPhone models, suggesting it is a software-related problem tied to iOS 18.5. Apple has yet to acknowledge the issue. Interestingly, while iOS 18.5 was released last month, widespread reports of this Mail app issue have only surfaced recently. Users across platforms like Reddit, Apple Support Communities and MacRumors have been sharing their experiences, indicating that the problem isn’t isolated. Temporary workarounds While there’s no official fix yet, some users have found temporary solutions, including restarting the iPhone, force-closing the Mail app, disabling keyboard auto-correction and smart punctuation, and reinstalling the Mail app. However, these solutions are not permanent, and the problem often recurs. Nothing from Apple As of now, Apple has not officially acknowledged the issue. The company’s System Status page does not indicate any problems with the Mail app either, and there has been no official communication regarding a fix. In situations like this, Apple usually waits until it has a bug fix roadmap before it says anything. Still, we asked Apple about it, and will update this post if they respond. Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
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  • Lightning & Electricity Effects

    Houdini, Maya & Nuke Workflow with Josh HarrisonExplore the entire process of creating electricity and lightning visual effects using Houdini. Using a generalist approach, each chapter focuses on the essential stages of a complete, professional VFX workflow using Maya and Nuke in addition to Houdini. Artists will learn, step by step, how to integrate a custom character animation into a robust Houdini effects setup, covering everything from project organization to final-frame rendering.Beginning with asset prep and animation, Josh first covers how to prepare character models and animation for procedural import into Houdini. The first chapters also offer simple workarounds for rigging in Maya to provide more agency and flexibility to independent artist creators.Transitioning into Houdini, Josh then demonstrates how to set up materials and shaders in Mantra, Houdini's native render engine, to develop the scene further. From there, the workshop focuses primarily on generating lightning effects. After analyzing in-depth the fundamental concepts and approaches to creating electricity, Josh slowly explores more advanced techniques, instructing on how to make both secondary and tertiary elements, in order to add detail and complexity to a scene. He also discusses how to utilize particle and pyro simulations in order to generate dynamic electricity movement. After finalizing and finessing all the lightning elements, the final chapters guide artists in how to convert meshes into renderable light geometry, how to create custom AOVs in Mantra, and then how to use those render passes to create a professional composition in Nuke. Josh’s Anim.character.001.abc file is included as a downloadable project file with this workshop. The Mike Freeman rig by CG Truong and the Spartan Hoplite model by Ryan Reos are also featured in Josh’s workflow.WATCH NOW
    #lightning #ampamp #electricity #effects
    Lightning & Electricity Effects
    Houdini, Maya & Nuke Workflow with Josh HarrisonExplore the entire process of creating electricity and lightning visual effects using Houdini. Using a generalist approach, each chapter focuses on the essential stages of a complete, professional VFX workflow using Maya and Nuke in addition to Houdini. Artists will learn, step by step, how to integrate a custom character animation into a robust Houdini effects setup, covering everything from project organization to final-frame rendering.Beginning with asset prep and animation, Josh first covers how to prepare character models and animation for procedural import into Houdini. The first chapters also offer simple workarounds for rigging in Maya to provide more agency and flexibility to independent artist creators.Transitioning into Houdini, Josh then demonstrates how to set up materials and shaders in Mantra, Houdini's native render engine, to develop the scene further. From there, the workshop focuses primarily on generating lightning effects. After analyzing in-depth the fundamental concepts and approaches to creating electricity, Josh slowly explores more advanced techniques, instructing on how to make both secondary and tertiary elements, in order to add detail and complexity to a scene. He also discusses how to utilize particle and pyro simulations in order to generate dynamic electricity movement. After finalizing and finessing all the lightning elements, the final chapters guide artists in how to convert meshes into renderable light geometry, how to create custom AOVs in Mantra, and then how to use those render passes to create a professional composition in Nuke. Josh’s Anim.character.001.abc file is included as a downloadable project file with this workshop. The Mike Freeman rig by CG Truong and the Spartan Hoplite model by Ryan Reos are also featured in Josh’s workflow.WATCH NOW #lightning #ampamp #electricity #effects
    Lightning & Electricity Effects
    thegnomonworkshop.com
    Houdini, Maya & Nuke Workflow with Josh HarrisonExplore the entire process of creating electricity and lightning visual effects using Houdini. Using a generalist approach, each chapter focuses on the essential stages of a complete, professional VFX workflow using Maya and Nuke in addition to Houdini. Artists will learn, step by step, how to integrate a custom character animation into a robust Houdini effects setup, covering everything from project organization to final-frame rendering.Beginning with asset prep and animation, Josh first covers how to prepare character models and animation for procedural import into Houdini. The first chapters also offer simple workarounds for rigging in Maya to provide more agency and flexibility to independent artist creators.Transitioning into Houdini, Josh then demonstrates how to set up materials and shaders in Mantra, Houdini's native render engine, to develop the scene further. From there, the workshop focuses primarily on generating lightning effects. After analyzing in-depth the fundamental concepts and approaches to creating electricity, Josh slowly explores more advanced techniques, instructing on how to make both secondary and tertiary elements, in order to add detail and complexity to a scene. He also discusses how to utilize particle and pyro simulations in order to generate dynamic electricity movement. After finalizing and finessing all the lightning elements, the final chapters guide artists in how to convert meshes into renderable light geometry, how to create custom AOVs in Mantra, and then how to use those render passes to create a professional composition in Nuke. Josh’s Anim.character.001.abc file is included as a downloadable project file with this workshop. The Mike Freeman rig by CG Truong and the Spartan Hoplite model by Ryan Reos are also featured in Josh’s workflow.WATCH NOW
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  • Inside The AI-Powered Modeling Agency Boom — And What Comes Next

    From lifelike avatars to automated fan interactions, AI is remaking digital modeling. But can tech ... More scale intimacy — or will it erode the human spark behind the screen?getty
    The AI boom has been defined by unprecedented innovation across nearly every sector. From improving flight punctuality through AI-powered scheduling to detecting early markers of Alzheimer’s disease, AI is modifying how we live and work. And the advertising world isn’t left out.

    In March of this year, OpenAI’s GPT-4o sent the internet into a frenzy with its ability to generate Studio Ghibli-style images. The model produces realistic, emotionally nuanced visuals from a series of prompts — a feat that has led some to predict the demise of visual arts as we know them. While such conclusions may be premature, there’s growing belief among industry players that AI could transform how digital model agencies operate.

    That belief isn’t limited to one startup. A new class of AI-powered agencies — including FanPro, Lalaland.ai, Deep Agency andThe Diigitals — is testing whether modeling can be automated without losing its creative edge. Some use AI to generate lifelike avatars. Others offer virtual photo studios, CRM — customer relationship management — integrations, or creator monetization tools. Together, they reflect a big shift in how digital modeling agencies think about labor, revenue and scale.

    FanPro — founded by Tyron Humphris in 2023 to help digital model agencies scale efficiently — offers a striking case study. Fully self-funded, Humphris said in an interview that the company reached million in revenue within its first 90 days and crossed eight figures by 2024, all while maintaining a lean team by automating nearly every process.

    As Humphris noted, “the companies that will lead this next decade won’t just be the ones with the best marketing or biggest budgets. They’ll be the ones who use AI, automation and systems thinking to scale with precision, all while staying lean and agile.”
    That explains the big bet that startups like FanPro are making — but how far can it really go? And why should digital model agencies care in the first place?
    Automation In Digital Model Agencies
    To understand how automation works in the digital modeling industry — a fast-rising corner of the creator economy — it helps to understand what it’s replacing. A typical digital model agency juggles five or more monetization platforms per creator — from OnlyFans and Fansly to TikTok and Instagram. But behind every viral post is a grind of scheduling, analytics, upselling, customer support and retention. The average agency may need 10 to 15 contractors to manage a roster of just a few high-performing creators.
    These agencies oversee a complex cycle: content creation, onboarding, audience engagement and sales funnel optimization, usually across several monetization platforms. According to Humphris, there’s often a misconception that running a digital model agency is just about posting pretty pictures. But in reality, he noted, it’s more. “It’s CRM, data science and psychology all wrapped in one. If AI can streamline even half of that, it’s a game-changer.”

    That claim reflects a growing pain point in the creator economy, where agencies swim in an ocean of tools in an attempt to monetize attention for creators while simultaneously managing marketing, sales and customer support. For context, a 2024 Clevertouch Consulting study revealed that 54% of marketers use more than 50 tools to manage operations — many stitched together with Zapier or manual workarounds.
    Tyron Humphris, founder of FanProFanPro
    But, according to Humphris, “no matter how strong your offer is, if you don’t have systems, processes and accountability built into the business, it’s going to collapse under pressure.”
    And that’s where AI steps in. Beyond handling routine tasks, large language models and automation stacks now allow agencies to scale operations while staying lean. With minimal human input, agencies can schedule posts, auto-respond to DMs, upsell subscriptions, track social analytics and manage retention flows. What once required a full team of marketers, virtual assistants and sales reps can now be executed by a few well-trained AI agents.
    FanPro claims that over 90% of its operations — from dynamic pricing to fan interactions — are now handled by automation. Likewise, Deep Agency allows creators to generate professional-grade photo shoots without booking a studio or hiring staff and Lalaland.ai helps fashion brands generate AI avatars to reduce production costs and increase diversity in representation.
    A Necessary Human Touch
    Still, not everyone is convinced that AI can capture the nuance of digital intimacy. Some experts have raised concerns that hyper automation in creator-driven industries could flatten human expression into predictable engagement patterns, risking long-term user loyalty.
    A 2024 ContentGrip study of 1,000 consumers found 80% of respondents would likely switch brands that rely heavily on AI-generated emails, citing a loss of authenticity. Nearly half said such messages made them feel “less connected” to the brand.
    Humphris doesn’t disagree.
    “AI can do a lot, but it needs to be paired with someone who understands psychology,” he said. “We didn’t scale because we had the best tech. We scaled because we understood human behavior and built systems that respected it.”
    Humphris’ sentiment isn’t a mere anecdote but one rooted in research. For example, a recent study by Northeastern University showed that AI influencers often reduce brand trust — especially when users aren’t aware the content is AI-generated. The implication is clear: over-automating the wrong parts of human interaction can backfire.
    Automation doesn’t — and shouldn’t — mean that human input becomes obsolete. Rather, as many industry experts have noted, it will enhance efficiency but not replace empathy. While AI can process data at speed and generate alluring visuals, it cannot replicate human creativity or emotional intelligence. Neither does AI know the psychology of human behavior like humans do, a trait Humphris credits for their almost-instant success.
    What’s Working — And What’s Not
    Lalaland.ai and The Diigitals have earned praise for enhancing inclusivity, enabling brands to feature underrepresented body types, skin tones and styles. Meanwhile, FanPro focuses on building AI “growth engines” for agencies — full-stack systems that combine monetization tools, CRM and content flows.
    But not all reactions have been positive.
    In November 2024, fashion brand Mango faced backlash for its use of AI-generated models, which critics called “false advertising” and “a threat to real jobs.” The New York Post covered the fallout in detail, highlighting how ethical lines are still being drawn.
    As brands look to balance cost savings with authenticity, some have begun labeling AI-generated content more clearly — or embedding human oversight into workflows, rather than removing it.
    Despite offering an automation stack, FanPro itself wasn’t an immediate adopter of automation in its processes. But, as Humphris noted, embracing AI made all the difference for the company. “If we had adopted AI and automation earlier, we would’ve hit 8 figures much faster and with far less stress,” he noted.
    Automation In The New Era
    FanPro is a great example of how AI integration, when done the right way, could be a profitable venture for digital model agencies.
    Whether or not the company’s model becomes the blueprint for AI-first digital agencies, it’s clear that there’s a big shift in the creator economy, where automation isn’t only viewed as a time-saver, but also as a foundational pillar for businesses.
    As digital model agencies lean further into an AI-centric future, the bigger task is remembering what not to automate — the spark of human connection that built the industry in the first place.
    “In this new era of automation,” Humphris said, “the smartest agencies won’t just ask what AI can do. They’ll ask what it shouldn’t.”
    #inside #aipowered #modeling #agency #boom
    Inside The AI-Powered Modeling Agency Boom — And What Comes Next
    From lifelike avatars to automated fan interactions, AI is remaking digital modeling. But can tech ... More scale intimacy — or will it erode the human spark behind the screen?getty The AI boom has been defined by unprecedented innovation across nearly every sector. From improving flight punctuality through AI-powered scheduling to detecting early markers of Alzheimer’s disease, AI is modifying how we live and work. And the advertising world isn’t left out. In March of this year, OpenAI’s GPT-4o sent the internet into a frenzy with its ability to generate Studio Ghibli-style images. The model produces realistic, emotionally nuanced visuals from a series of prompts — a feat that has led some to predict the demise of visual arts as we know them. While such conclusions may be premature, there’s growing belief among industry players that AI could transform how digital model agencies operate. That belief isn’t limited to one startup. A new class of AI-powered agencies — including FanPro, Lalaland.ai, Deep Agency andThe Diigitals — is testing whether modeling can be automated without losing its creative edge. Some use AI to generate lifelike avatars. Others offer virtual photo studios, CRM — customer relationship management — integrations, or creator monetization tools. Together, they reflect a big shift in how digital modeling agencies think about labor, revenue and scale. FanPro — founded by Tyron Humphris in 2023 to help digital model agencies scale efficiently — offers a striking case study. Fully self-funded, Humphris said in an interview that the company reached million in revenue within its first 90 days and crossed eight figures by 2024, all while maintaining a lean team by automating nearly every process. As Humphris noted, “the companies that will lead this next decade won’t just be the ones with the best marketing or biggest budgets. They’ll be the ones who use AI, automation and systems thinking to scale with precision, all while staying lean and agile.” That explains the big bet that startups like FanPro are making — but how far can it really go? And why should digital model agencies care in the first place? Automation In Digital Model Agencies To understand how automation works in the digital modeling industry — a fast-rising corner of the creator economy — it helps to understand what it’s replacing. A typical digital model agency juggles five or more monetization platforms per creator — from OnlyFans and Fansly to TikTok and Instagram. But behind every viral post is a grind of scheduling, analytics, upselling, customer support and retention. The average agency may need 10 to 15 contractors to manage a roster of just a few high-performing creators. These agencies oversee a complex cycle: content creation, onboarding, audience engagement and sales funnel optimization, usually across several monetization platforms. According to Humphris, there’s often a misconception that running a digital model agency is just about posting pretty pictures. But in reality, he noted, it’s more. “It’s CRM, data science and psychology all wrapped in one. If AI can streamline even half of that, it’s a game-changer.” That claim reflects a growing pain point in the creator economy, where agencies swim in an ocean of tools in an attempt to monetize attention for creators while simultaneously managing marketing, sales and customer support. For context, a 2024 Clevertouch Consulting study revealed that 54% of marketers use more than 50 tools to manage operations — many stitched together with Zapier or manual workarounds. Tyron Humphris, founder of FanProFanPro But, according to Humphris, “no matter how strong your offer is, if you don’t have systems, processes and accountability built into the business, it’s going to collapse under pressure.” And that’s where AI steps in. Beyond handling routine tasks, large language models and automation stacks now allow agencies to scale operations while staying lean. With minimal human input, agencies can schedule posts, auto-respond to DMs, upsell subscriptions, track social analytics and manage retention flows. What once required a full team of marketers, virtual assistants and sales reps can now be executed by a few well-trained AI agents. FanPro claims that over 90% of its operations — from dynamic pricing to fan interactions — are now handled by automation. Likewise, Deep Agency allows creators to generate professional-grade photo shoots without booking a studio or hiring staff and Lalaland.ai helps fashion brands generate AI avatars to reduce production costs and increase diversity in representation. A Necessary Human Touch Still, not everyone is convinced that AI can capture the nuance of digital intimacy. Some experts have raised concerns that hyper automation in creator-driven industries could flatten human expression into predictable engagement patterns, risking long-term user loyalty. A 2024 ContentGrip study of 1,000 consumers found 80% of respondents would likely switch brands that rely heavily on AI-generated emails, citing a loss of authenticity. Nearly half said such messages made them feel “less connected” to the brand. Humphris doesn’t disagree. “AI can do a lot, but it needs to be paired with someone who understands psychology,” he said. “We didn’t scale because we had the best tech. We scaled because we understood human behavior and built systems that respected it.” Humphris’ sentiment isn’t a mere anecdote but one rooted in research. For example, a recent study by Northeastern University showed that AI influencers often reduce brand trust — especially when users aren’t aware the content is AI-generated. The implication is clear: over-automating the wrong parts of human interaction can backfire. Automation doesn’t — and shouldn’t — mean that human input becomes obsolete. Rather, as many industry experts have noted, it will enhance efficiency but not replace empathy. While AI can process data at speed and generate alluring visuals, it cannot replicate human creativity or emotional intelligence. Neither does AI know the psychology of human behavior like humans do, a trait Humphris credits for their almost-instant success. What’s Working — And What’s Not Lalaland.ai and The Diigitals have earned praise for enhancing inclusivity, enabling brands to feature underrepresented body types, skin tones and styles. Meanwhile, FanPro focuses on building AI “growth engines” for agencies — full-stack systems that combine monetization tools, CRM and content flows. But not all reactions have been positive. In November 2024, fashion brand Mango faced backlash for its use of AI-generated models, which critics called “false advertising” and “a threat to real jobs.” The New York Post covered the fallout in detail, highlighting how ethical lines are still being drawn. As brands look to balance cost savings with authenticity, some have begun labeling AI-generated content more clearly — or embedding human oversight into workflows, rather than removing it. Despite offering an automation stack, FanPro itself wasn’t an immediate adopter of automation in its processes. But, as Humphris noted, embracing AI made all the difference for the company. “If we had adopted AI and automation earlier, we would’ve hit 8 figures much faster and with far less stress,” he noted. Automation In The New Era FanPro is a great example of how AI integration, when done the right way, could be a profitable venture for digital model agencies. Whether or not the company’s model becomes the blueprint for AI-first digital agencies, it’s clear that there’s a big shift in the creator economy, where automation isn’t only viewed as a time-saver, but also as a foundational pillar for businesses. As digital model agencies lean further into an AI-centric future, the bigger task is remembering what not to automate — the spark of human connection that built the industry in the first place. “In this new era of automation,” Humphris said, “the smartest agencies won’t just ask what AI can do. They’ll ask what it shouldn’t.” #inside #aipowered #modeling #agency #boom
    Inside The AI-Powered Modeling Agency Boom — And What Comes Next
    www.forbes.com
    From lifelike avatars to automated fan interactions, AI is remaking digital modeling. But can tech ... More scale intimacy — or will it erode the human spark behind the screen?getty The AI boom has been defined by unprecedented innovation across nearly every sector. From improving flight punctuality through AI-powered scheduling to detecting early markers of Alzheimer’s disease, AI is modifying how we live and work. And the advertising world isn’t left out. In March of this year, OpenAI’s GPT-4o sent the internet into a frenzy with its ability to generate Studio Ghibli-style images. The model produces realistic, emotionally nuanced visuals from a series of prompts — a feat that has led some to predict the demise of visual arts as we know them. While such conclusions may be premature, there’s growing belief among industry players that AI could transform how digital model agencies operate. That belief isn’t limited to one startup. A new class of AI-powered agencies — including FanPro, Lalaland.ai, Deep Agency andThe Diigitals — is testing whether modeling can be automated without losing its creative edge. Some use AI to generate lifelike avatars. Others offer virtual photo studios, CRM — customer relationship management — integrations, or creator monetization tools. Together, they reflect a big shift in how digital modeling agencies think about labor, revenue and scale. FanPro — founded by Tyron Humphris in 2023 to help digital model agencies scale efficiently — offers a striking case study. Fully self-funded, Humphris said in an interview that the company reached $1 million in revenue within its first 90 days and crossed eight figures by 2024, all while maintaining a lean team by automating nearly every process. As Humphris noted, “the companies that will lead this next decade won’t just be the ones with the best marketing or biggest budgets. They’ll be the ones who use AI, automation and systems thinking to scale with precision, all while staying lean and agile.” That explains the big bet that startups like FanPro are making — but how far can it really go? And why should digital model agencies care in the first place? Automation In Digital Model Agencies To understand how automation works in the digital modeling industry — a fast-rising corner of the creator economy — it helps to understand what it’s replacing. A typical digital model agency juggles five or more monetization platforms per creator — from OnlyFans and Fansly to TikTok and Instagram. But behind every viral post is a grind of scheduling, analytics, upselling, customer support and retention. The average agency may need 10 to 15 contractors to manage a roster of just a few high-performing creators. These agencies oversee a complex cycle: content creation, onboarding, audience engagement and sales funnel optimization, usually across several monetization platforms. According to Humphris, there’s often a misconception that running a digital model agency is just about posting pretty pictures. But in reality, he noted, it’s more. “It’s CRM, data science and psychology all wrapped in one. If AI can streamline even half of that, it’s a game-changer.” That claim reflects a growing pain point in the creator economy, where agencies swim in an ocean of tools in an attempt to monetize attention for creators while simultaneously managing marketing, sales and customer support. For context, a 2024 Clevertouch Consulting study revealed that 54% of marketers use more than 50 tools to manage operations — many stitched together with Zapier or manual workarounds. Tyron Humphris, founder of FanProFanPro But, according to Humphris, “no matter how strong your offer is, if you don’t have systems, processes and accountability built into the business, it’s going to collapse under pressure.” And that’s where AI steps in. Beyond handling routine tasks, large language models and automation stacks now allow agencies to scale operations while staying lean. With minimal human input, agencies can schedule posts, auto-respond to DMs, upsell subscriptions, track social analytics and manage retention flows. What once required a full team of marketers, virtual assistants and sales reps can now be executed by a few well-trained AI agents. FanPro claims that over 90% of its operations — from dynamic pricing to fan interactions — are now handled by automation. Likewise, Deep Agency allows creators to generate professional-grade photo shoots without booking a studio or hiring staff and Lalaland.ai helps fashion brands generate AI avatars to reduce production costs and increase diversity in representation. A Necessary Human Touch Still, not everyone is convinced that AI can capture the nuance of digital intimacy. Some experts have raised concerns that hyper automation in creator-driven industries could flatten human expression into predictable engagement patterns, risking long-term user loyalty. A 2024 ContentGrip study of 1,000 consumers found 80% of respondents would likely switch brands that rely heavily on AI-generated emails, citing a loss of authenticity. Nearly half said such messages made them feel “less connected” to the brand. Humphris doesn’t disagree. “AI can do a lot, but it needs to be paired with someone who understands psychology,” he said. “We didn’t scale because we had the best tech. We scaled because we understood human behavior and built systems that respected it.” Humphris’ sentiment isn’t a mere anecdote but one rooted in research. For example, a recent study by Northeastern University showed that AI influencers often reduce brand trust — especially when users aren’t aware the content is AI-generated. The implication is clear: over-automating the wrong parts of human interaction can backfire. Automation doesn’t — and shouldn’t — mean that human input becomes obsolete. Rather, as many industry experts have noted, it will enhance efficiency but not replace empathy. While AI can process data at speed and generate alluring visuals, it cannot replicate human creativity or emotional intelligence. Neither does AI know the psychology of human behavior like humans do, a trait Humphris credits for their almost-instant success. What’s Working — And What’s Not Lalaland.ai and The Diigitals have earned praise for enhancing inclusivity, enabling brands to feature underrepresented body types, skin tones and styles. Meanwhile, FanPro focuses on building AI “growth engines” for agencies — full-stack systems that combine monetization tools, CRM and content flows. But not all reactions have been positive. In November 2024, fashion brand Mango faced backlash for its use of AI-generated models, which critics called “false advertising” and “a threat to real jobs.” The New York Post covered the fallout in detail, highlighting how ethical lines are still being drawn. As brands look to balance cost savings with authenticity, some have begun labeling AI-generated content more clearly — or embedding human oversight into workflows, rather than removing it. Despite offering an automation stack, FanPro itself wasn’t an immediate adopter of automation in its processes. But, as Humphris noted, embracing AI made all the difference for the company. “If we had adopted AI and automation earlier, we would’ve hit 8 figures much faster and with far less stress,” he noted. Automation In The New Era FanPro is a great example of how AI integration, when done the right way, could be a profitable venture for digital model agencies. Whether or not the company’s model becomes the blueprint for AI-first digital agencies, it’s clear that there’s a big shift in the creator economy, where automation isn’t only viewed as a time-saver, but also as a foundational pillar for businesses. As digital model agencies lean further into an AI-centric future, the bigger task is remembering what not to automate — the spark of human connection that built the industry in the first place. “In this new era of automation,” Humphris said, “the smartest agencies won’t just ask what AI can do. They’ll ask what it shouldn’t.”
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  • Critical Cisco ISE Auth Bypass Flaw Impacts Cloud Deployments on AWS, Azure, and OCI

    Jun 05, 2025Ravie LakshmananNetwork Security / Vulnerability

    Cisco has released security patches to address a critical security flaw impacting the Identity Services Enginethat, if successfully exploited, could allow unauthenticated actors to carry out malicious actions on susceptible systems.
    The security defect, tracked as CVE-2025-20286, carries a CVSS score of 9.9 out of 10.0. It has been described as a static credential vulnerability.
    "A vulnerability in Amazon Web Services, Microsoft Azure, and Oracle Cloud Infrastructurecloud deployments of Cisco Identity Services Enginecould allow an unauthenticated, remote attacker to access sensitive data, execute limited administrative operations, modify system configurations, or disrupt services within the impacted systems," the company said in an advisory.
    The networking equipment maker, which credited Kentaro Kawane of GMO Cybersecurity for reporting the flaw, noted it's aware of the existence of a proof-of-conceptexploit. There is no evidence that it has been maliciously exploited in the wild.

    Cisco said the issue stems from the fact that credentials are improperly generated when Cisco ISE is being deployed on cloud platforms, causing different deployments to share the same credentials as long as the software release and cloud platform are the same.
    Put differently, the static credentials are specific to each release and platform, but are not valid across platforms. As the company highlights, all instances of Cisco ISE release 3.1 on AWS will have the same static credentials.
    However, credentials that are valid for access to a release 3.1 deployment would not be valid to access a release 3.2 deployment on the same platform. Furthermore, Release 3.2 on AWS would not have the same credentials as Release 3.2 on Azure.
    Successful exploitation of the vulnerability could permit an attacker to extract the user credentials from the Cisco ISE cloud deployment and then use it to access Cisco ISE deployed in other cloud environments through unsecured ports.
    This could ultimately allow unauthorized access to sensitive data, execution of limited administrative operations, changes to system configurations, or service disruptions. That said, Cisco ISE is only affected in cases where the Primary Administration node is deployed in the cloud. Primary Administration nodes that are on-premises are not impacted.

    The following versions are affected -

    AWS - Cisco ISE 3.1, 3.2, 3.3, and 3.4
    Azure - Cisco ISE 3.2, 3.3, and 3.4
    OCI - Cisco ISE 3.2, 3.3, and 3.4

    While there are no workarounds to address CVE-2025-20286, Cisco is recommending that users restrict traffic to authorized administrators or run the "application reset-config ise" command to reset user passwords to a new value. However, it bears noting that running the command will reset Cisco ISE to the factory configuration.

    Found this article interesting? Follow us on Twitter  and LinkedIn to read more exclusive content we post.

    SHARE




    #critical #cisco #ise #auth #bypass
    Critical Cisco ISE Auth Bypass Flaw Impacts Cloud Deployments on AWS, Azure, and OCI
    Jun 05, 2025Ravie LakshmananNetwork Security / Vulnerability Cisco has released security patches to address a critical security flaw impacting the Identity Services Enginethat, if successfully exploited, could allow unauthenticated actors to carry out malicious actions on susceptible systems. The security defect, tracked as CVE-2025-20286, carries a CVSS score of 9.9 out of 10.0. It has been described as a static credential vulnerability. "A vulnerability in Amazon Web Services, Microsoft Azure, and Oracle Cloud Infrastructurecloud deployments of Cisco Identity Services Enginecould allow an unauthenticated, remote attacker to access sensitive data, execute limited administrative operations, modify system configurations, or disrupt services within the impacted systems," the company said in an advisory. The networking equipment maker, which credited Kentaro Kawane of GMO Cybersecurity for reporting the flaw, noted it's aware of the existence of a proof-of-conceptexploit. There is no evidence that it has been maliciously exploited in the wild. Cisco said the issue stems from the fact that credentials are improperly generated when Cisco ISE is being deployed on cloud platforms, causing different deployments to share the same credentials as long as the software release and cloud platform are the same. Put differently, the static credentials are specific to each release and platform, but are not valid across platforms. As the company highlights, all instances of Cisco ISE release 3.1 on AWS will have the same static credentials. However, credentials that are valid for access to a release 3.1 deployment would not be valid to access a release 3.2 deployment on the same platform. Furthermore, Release 3.2 on AWS would not have the same credentials as Release 3.2 on Azure. Successful exploitation of the vulnerability could permit an attacker to extract the user credentials from the Cisco ISE cloud deployment and then use it to access Cisco ISE deployed in other cloud environments through unsecured ports. This could ultimately allow unauthorized access to sensitive data, execution of limited administrative operations, changes to system configurations, or service disruptions. That said, Cisco ISE is only affected in cases where the Primary Administration node is deployed in the cloud. Primary Administration nodes that are on-premises are not impacted. The following versions are affected - AWS - Cisco ISE 3.1, 3.2, 3.3, and 3.4 Azure - Cisco ISE 3.2, 3.3, and 3.4 OCI - Cisco ISE 3.2, 3.3, and 3.4 While there are no workarounds to address CVE-2025-20286, Cisco is recommending that users restrict traffic to authorized administrators or run the "application reset-config ise" command to reset user passwords to a new value. However, it bears noting that running the command will reset Cisco ISE to the factory configuration. Found this article interesting? Follow us on Twitter  and LinkedIn to read more exclusive content we post. SHARE     #critical #cisco #ise #auth #bypass
    Critical Cisco ISE Auth Bypass Flaw Impacts Cloud Deployments on AWS, Azure, and OCI
    thehackernews.com
    Jun 05, 2025Ravie LakshmananNetwork Security / Vulnerability Cisco has released security patches to address a critical security flaw impacting the Identity Services Engine (ISE) that, if successfully exploited, could allow unauthenticated actors to carry out malicious actions on susceptible systems. The security defect, tracked as CVE-2025-20286, carries a CVSS score of 9.9 out of 10.0. It has been described as a static credential vulnerability. "A vulnerability in Amazon Web Services (AWS), Microsoft Azure, and Oracle Cloud Infrastructure (OCI) cloud deployments of Cisco Identity Services Engine (ISE) could allow an unauthenticated, remote attacker to access sensitive data, execute limited administrative operations, modify system configurations, or disrupt services within the impacted systems," the company said in an advisory. The networking equipment maker, which credited Kentaro Kawane of GMO Cybersecurity for reporting the flaw, noted it's aware of the existence of a proof-of-concept (PoC) exploit. There is no evidence that it has been maliciously exploited in the wild. Cisco said the issue stems from the fact that credentials are improperly generated when Cisco ISE is being deployed on cloud platforms, causing different deployments to share the same credentials as long as the software release and cloud platform are the same. Put differently, the static credentials are specific to each release and platform, but are not valid across platforms. As the company highlights, all instances of Cisco ISE release 3.1 on AWS will have the same static credentials. However, credentials that are valid for access to a release 3.1 deployment would not be valid to access a release 3.2 deployment on the same platform. Furthermore, Release 3.2 on AWS would not have the same credentials as Release 3.2 on Azure. Successful exploitation of the vulnerability could permit an attacker to extract the user credentials from the Cisco ISE cloud deployment and then use it to access Cisco ISE deployed in other cloud environments through unsecured ports. This could ultimately allow unauthorized access to sensitive data, execution of limited administrative operations, changes to system configurations, or service disruptions. That said, Cisco ISE is only affected in cases where the Primary Administration node is deployed in the cloud. Primary Administration nodes that are on-premises are not impacted. The following versions are affected - AWS - Cisco ISE 3.1, 3.2, 3.3, and 3.4 Azure - Cisco ISE 3.2, 3.3, and 3.4 OCI - Cisco ISE 3.2, 3.3, and 3.4 While there are no workarounds to address CVE-2025-20286, Cisco is recommending that users restrict traffic to authorized administrators or run the "application reset-config ise" command to reset user passwords to a new value. However, it bears noting that running the command will reset Cisco ISE to the factory configuration. Found this article interesting? Follow us on Twitter  and LinkedIn to read more exclusive content we post. SHARE    
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  • Dev snapshot: Godot 4.5 dev 5

    Replicube
    A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By:
    Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node
    The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract
    Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
    #dev #snapshot #godot
    Dev snapshot: Godot 4.5 dev 5
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC. You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept, but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users. Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler.Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default.Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature. Capry brings bent normal maps to further enhance specular occlusion and indirect lighting. Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices. More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player.Animation: Add animation filtering to animation editor.Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling.Core: Add --scene command line argument.Core: Overhaul resource duplication.Core: Use Grisu2 algorithm in String::num_scientific to fix serializing.Editor: Add “Quick Load” button to EditorResourcePicker.Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions.Editor: Add named EditorScripts to the command palette.GUI: Add file sort to FileDialog.I18n: Add translation preview in editor.Import: Add Channel Remap settings to ResourceImporterTexture.Physics: Improve performance with non-monitoring areas when using Jolt Physics.Porting: Android: Add export option for custom theme attributes.Porting: Android: Add support for 16 KB page sizes, update to NDK r28b.Porting: Android: Remove the gradle_build/compress_native_libraries export option.Porting: Web: Use actual PThread pool size for get_default_thread_pool_size.Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot.Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects.Rendering: FTI - Optimize SceneTree traversal.Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET buildincludes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executableshave been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click. Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report.SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now #dev #snapshot #godot
    Dev snapshot: Godot 4.5 dev 5
    godotengine.org
    Replicube A game by Walaber Entertainment LLCDev snapshot: Godot 4.5 dev 5By: Thaddeus Crews2 June 2025Pre-releaseBrrr… Do you feel that? That’s the cold front of the feature freeze just around the corner. It’s not upon us just yet, but this is likely to be our final development snapshot of the 4.5 release cycle. As we enter the home stretch of new features, bugs are naturally going to follow suit, meaning bug reports and feedback will be especially important for a smooth beta timeframe.Jump to the Downloads section, and give it a spin right now, or continue reading to learn more about improvements in this release. You can also try the Web editor or the Android editor for this release. If you are interested in the latter, please request to join our testing group to get access to pre-release builds.The cover illustration is from Replicube, a programming puzzle game where you write code to recreate voxelized objects. It is developed by Walaber Entertainment LLC (Bluesky, Twitter). You can get the game on Steam.HighlightsIn case you missed them, see the 4.5 dev 1, 4.5 dev 2, 4.5 dev 3, and 4.5 dev 4 release notes for an overview of some key features which were already in those snapshots, and are therefore still available for testing in dev 5.Native visionOS supportNormally, our featured highlights in these development blogs come from long-time contributors. This makes sense of course, as it’s generally those users that have the familiarity necessary for major changes or additions that are commonly used for these highlights. That’s why it might surprise you to hear that visionOS support comes to us from Ricardo Sanchez-Saez, whose pull request GH-105628 is his very first contribution to the engine! It might not surprise you to hear that Ricardo is part of the visionOS engineering team at Apple, which certainly helps get his foot in the door, but that still makes visionOS the first officially-supported platform integration in about a decade.For those unfamiliar, visionOS is Apple’s XR environment. We’re no strangers to XR as a concept (see our recent XR blogpost highlighting the latest Godot XR Game Jam), but XR platforms are as distinct from one another as traditional platforms. visionOS users have expressed a strong interest in integrating with our ever-growing XR community, and now we can make that happen. See you all in the next XR Game Jam!GDScript: Abstract classesWhile the Godot Engine utilizes abstract classes—a class that cannot be directly instantiated—frequently, this was only ever supported internally. Thanks to the efforts of Aaron Franke, this paradigm is now available to GDScript users (GH-67777). Now if a user wants to introduce their own abstract class, they merely need to declare it via the new abstract keyword:abstract class_name MyAbstract extends Node The purpose of an abstract class is to create a baseline for other classes to derive from:class_name ExtendsMyAbstract extends MyAbstract Shader bakerFrom the technical gurus behind implementing ubershaders, Darío Samo and Pedro J. Estébanez bring us another miracle of rendering via GH-102552: shader baker exporting. This is an optional feature that can be enabled at export time to speed up shader compilation massively. This feature works with ubershaders automatically without any work from the user. Using shader baking is strongly recommended when targeting Apple devices or D3D12 since it makes the biggest difference there (over 20× decrease in load times in the TPS demo)!Before:After:However, it comes with tradeoffs:Export time will be much longer.Build size will be much larger since the baked shaders can take up a lot of space.We have removed several MoltenVK bug workarounds from the Forward+ shader, therefore we no longer guarantee support for the Forward+ renderer on Intel Macs. If you are targeting Intel Macs, you should use the Mobile or Compatibility renderers.Baking for Vulkan can be done from any device, but baking for D3D12 needs to be done from a Windows device and baking for Apple .metallib requires a Metal compiler (macOS with Xcode / Command Line Tools installed).Web: WebAssembly SIMD supportAs you might recall, Godot 4.0 initially released under the assumption that multi-threaded web support would become the standard, and only supported that format for web builds. This assumption unfortunately proved to be wishful thinking, and was reverted in 4.3 by allowing for single-threaded builds once more. However, this doesn’t mean that these single-threaded environments are inherently incapable of parallel processing; it just requires alternative implementations. One such implementation, SIMD, is a perfect candidate thanks to its support across all major browsers. To that end, web-wiz Adam Scott has taken to integrating this implementation for our web builds by default (GH-106319).Inline color pickersWhile it’s always been possible to see what kind of variable is assigned to an exported color in the inspector, some users have expressed a keen interest in allowing for this functionality within the script editor itself. This is because it would mean seeing what kind of color is represented by a variable without it needing to be exposed, as well as making it more intuitive at a glance as to what color a name or code corresponds to. Koliur Rahman has blessed us with this quality-of-life goodness, which adds an inline color picker GH-105724. Now no matter where the color is declared, users will be able to immediately and intuitively know what is actually represented in a non-intrusive manner.Rendering goodiesThe renderer got a fair amount of love this snapshot; not from any one PR, but rather a multitude of community members bringing some long-awaited features to light. Raymond DiDonato helped SMAA 1x make its transition from addon to fully-fledged engine feature (GH-102330). Capry brings bent normal maps to further enhance specular occlusion and indirect lighting (GH-89988). Our very own Clay John converted our Compatibility backend to use a fragment shader copy instead of a blit copy, working around common sample rate issues on mobile devices (GH-106267). More technical information on these rendering changes can be found in their associated PRs.SMAA comparison:OffOnBent normal map comparison:BeforeAfterAnd more!There are too many exciting changes to list them all here, but here’s a curated selection:Animation: Add alphabetical sorting to Animation Player (GH-103584).Animation: Add animation filtering to animation editor (GH-103130).Audio: Implement seek operation for Theora video files, improve multi-channel audio resampling (GH-102360).Core: Add --scene command line argument (GH-105302).Core: Overhaul resource duplication (GH-100673).Core: Use Grisu2 algorithm in String::num_scientific to fix serializing (GH-98750).Editor: Add “Quick Load” button to EditorResourcePicker (GH-104490).Editor: Add PROPERTY_HINT_INPUT_NAME for use with @export_custom to allow using input actions (GH-96611).Editor: Add named EditorScripts to the command palette (GH-99318).GUI: Add file sort to FileDialog (GH-105723).I18n: Add translation preview in editor (GH-96921).Import: Add Channel Remap settings to ResourceImporterTexture (GH-99676).Physics: Improve performance with non-monitoring areas when using Jolt Physics (GH-106490).Porting: Android: Add export option for custom theme attributes (GH-106724).Porting: Android: Add support for 16 KB page sizes, update to NDK r28b (GH-106358).Porting: Android: Remove the gradle_build/compress_native_libraries export option (GH-106359).Porting: Web: Use actual PThread pool size for get_default_thread_pool_size() (GH-104458).Porting: Windows/macOS/Linux: Use SSE 4.2 as a baseline when compiling Godot (GH-59595).Rendering: Add new StandardMaterial properties to allow users to control FPS-style objects (hands, weapons, tools close to the camera) (GH-93142).Rendering: FTI - Optimize SceneTree traversal (GH-106244).Changelog109 contributors submitted 252 fixes for this release. See our interactive changelog for the complete list of changes since the previous 4.5-dev4 snapshot.This release is built from commit 64b09905c.DownloadsGodot is downloading...Godot exists thanks to donations from people like you. Help us continue our work:Make a DonationStandard build includes support for GDScript and GDExtension..NET build (marked as mono) includes support for C#, as well as GDScript and GDExtension.While engine maintainers try their best to ensure that each preview snapshot and release candidate is stable, this is by definition a pre-release piece of software. Be sure to make frequent backups, or use a version control system such as Git, to preserve your projects in case of corruption or data loss.Known issuesWindows executables (both the editor and export templates) have been signed with an expired certificate. You may see warnings from Windows Defender’s SmartScreen when running this version, or outright be prevented from running the executables with a double-click (GH-106373). Running Godot from the command line can circumvent this. We will soon have a renewed certificate which will be used for future builds.With every release, we accept that there are going to be various issues, which have already been reported but haven’t been fixed yet. See the GitHub issue tracker for a complete list of known bugs.Bug reportsAs a tester, we encourage you to open bug reports if you experience issues with this release. Please check the existing issues on GitHub first, using the search function with relevant keywords, to ensure that the bug you experience is not already known.In particular, any change that would cause a regression in your projects is very important to report (e.g. if something that worked fine in previous 4.x releases, but no longer works in this snapshot).SupportGodot is a non-profit, open source game engine developed by hundreds of contributors on their free time, as well as a handful of part and full-time developers hired thanks to generous donations from the Godot community. A big thank you to everyone who has contributed their time or their financial support to the project!If you’d like to support the project financially and help us secure our future hires, you can do so using the Godot Development Fund.Donate now
    0 Kommentare ·0 Geteilt ·0 Bewertungen
  • Apple may be about to fix two of SwiftUI’s biggest blind spots

    While in today’s edition of Power On, Bloomberg’s Mark Gurman mentioned a quiet but meaningful upgrade coming to Apple’s SwiftUI framework, 9to5Mac has learned of a second welcome improvement for developers who have been eager but unable to go all-in on SwiftUI app development.

    For years, SwiftUI has been marketed as the future of Apple app development: a modern way to build user interfaces that works across all Apple platforms.
    And for the most part, it does the job. Until you need to do something incredibly advanced like… support bold or italic text input, or embed web views.
    Finally, a built-in rich text editor
    Rich text has been one of SwiftUI’s biggest blind spots. It has had display-side rich text for a while, but nothing for input.
    And since there’s no built-in component specifically for that, developers have had to jump through hoops, mixing their code with good old UIKit, using third-party libraries, or hacking together awkward workarounds that break SwiftUI’s clean, platform-native feel.
    However, according to Gurman, this may be about to change:

    “And, in a development that will certainly appease many developers, SwiftUI, a set of Apple frameworks and tools for creating app user interfaces, will finally get a built-in rich text editor.”

    With a native rich text editor support reportedly on the way, Apple might finally be closing one of the most frustrating gaps in the framework. It’s a small change that might unlock a lot: better input fields for notes, messaging apps, documents, all without having to abandon SwiftUI’s declarative flow.
    Finally, web view embedding
    Adding to today’s report, 9to5Mac has also learned that Apple is preparing a new native API that will finally let developers embed web views in SwiftUI.
    Like with rich text support, this means developers won’t have to keep resorting to hacks or bridging UIKit code just to display a webpage. You can check the new code by yourself on WebKit’s GitHub page.
    These kinds of friction points are exactly what’s kept many developers from fully embracing SwiftUI. And while today’s news checks off just two long-standing items on their long wish lists, it might be enough to bring a few more of them onboard, which means better app experiences across the board for the rest of us.

    Add 9to5Mac to your Google News feed. 

    FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
    #apple #about #fix #two #swiftuis
    Apple may be about to fix two of SwiftUI’s biggest blind spots
    While in today’s edition of Power On, Bloomberg’s Mark Gurman mentioned a quiet but meaningful upgrade coming to Apple’s SwiftUI framework, 9to5Mac has learned of a second welcome improvement for developers who have been eager but unable to go all-in on SwiftUI app development. For years, SwiftUI has been marketed as the future of Apple app development: a modern way to build user interfaces that works across all Apple platforms. And for the most part, it does the job. Until you need to do something incredibly advanced like… support bold or italic text input, or embed web views. Finally, a built-in rich text editor Rich text has been one of SwiftUI’s biggest blind spots. It has had display-side rich text for a while, but nothing for input. And since there’s no built-in component specifically for that, developers have had to jump through hoops, mixing their code with good old UIKit, using third-party libraries, or hacking together awkward workarounds that break SwiftUI’s clean, platform-native feel. However, according to Gurman, this may be about to change: “And, in a development that will certainly appease many developers, SwiftUI, a set of Apple frameworks and tools for creating app user interfaces, will finally get a built-in rich text editor.” With a native rich text editor support reportedly on the way, Apple might finally be closing one of the most frustrating gaps in the framework. It’s a small change that might unlock a lot: better input fields for notes, messaging apps, documents, all without having to abandon SwiftUI’s declarative flow. Finally, web view embedding Adding to today’s report, 9to5Mac has also learned that Apple is preparing a new native API that will finally let developers embed web views in SwiftUI. Like with rich text support, this means developers won’t have to keep resorting to hacks or bridging UIKit code just to display a webpage. You can check the new code by yourself on WebKit’s GitHub page. These kinds of friction points are exactly what’s kept many developers from fully embracing SwiftUI. And while today’s news checks off just two long-standing items on their long wish lists, it might be enough to bring a few more of them onboard, which means better app experiences across the board for the rest of us. Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel #apple #about #fix #two #swiftuis
    Apple may be about to fix two of SwiftUI’s biggest blind spots
    9to5mac.com
    While in today’s edition of Power On, Bloomberg’s Mark Gurman mentioned a quiet but meaningful upgrade coming to Apple’s SwiftUI framework, 9to5Mac has learned of a second welcome improvement for developers who have been eager but unable to go all-in on SwiftUI app development. For years, SwiftUI has been marketed as the future of Apple app development: a modern way to build user interfaces that works across all Apple platforms. And for the most part, it does the job. Until you need to do something incredibly advanced like… support bold or italic text input, or embed web views. Finally, a built-in rich text editor Rich text has been one of SwiftUI’s biggest blind spots. It has had display-side rich text for a while, but nothing for input. And since there’s no built-in component specifically for that, developers have had to jump through hoops, mixing their code with good old UIKit, using third-party libraries, or hacking together awkward workarounds that break SwiftUI’s clean, platform-native feel. However, according to Gurman, this may be about to change: “And, in a development that will certainly appease many developers, SwiftUI, a set of Apple frameworks and tools for creating app user interfaces, will finally get a built-in rich text editor.” With a native rich text editor support reportedly on the way, Apple might finally be closing one of the most frustrating gaps in the framework. It’s a small change that might unlock a lot: better input fields for notes, messaging apps, documents, all without having to abandon SwiftUI’s declarative flow. Finally, web view embedding Adding to today’s report, 9to5Mac has also learned that Apple is preparing a new native API that will finally let developers embed web views in SwiftUI. Like with rich text support, this means developers won’t have to keep resorting to hacks or bridging UIKit code just to display a webpage. You can check the new code by yourself on WebKit’s GitHub page. These kinds of friction points are exactly what’s kept many developers from fully embracing SwiftUI. And while today’s news checks off just two long-standing items on their long wish lists, it might be enough to bring a few more of them onboard, which means better app experiences across the board for the rest of us. Add 9to5Mac to your Google News feed.  FTC: We use income earning auto affiliate links. More.You’re reading 9to5Mac — experts who break news about Apple and its surrounding ecosystem, day after day. Be sure to check out our homepage for all the latest news, and follow 9to5Mac on Twitter, Facebook, and LinkedIn to stay in the loop. Don’t know where to start? Check out our exclusive stories, reviews, how-tos, and subscribe to our YouTube channel
    0 Kommentare ·0 Geteilt ·0 Bewertungen
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