Tabletop Simulator v14.0 Public Beta — Engine Upgrade (Unity 6 LTS)
Tabletop Simulator v14.0 Public Beta — Engine Upgrade (Unity 6 LTS)
*A quick note from the team: *We know it’s been a long time since the last big update. Behind the scenes we’ve been doing a lot of groundwork on the engine and tools, and this patch is the first step to a renewed focus on regular updates and improvements to TTS. Thank you for your patience and for sticking with us ❤️
Public Beta (Steam)
[p align="start"]This is a huge engine and platform update, so we’re rolling it out as a public beta first to shake out any remaining issues before it goes live for everyone.
How to opt into the public beta on Steam
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Open your Steam Library.
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Right-click Tabletop Simulator → Properties…
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Go to the Betas tab.
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Select the public beta branch for the Unity 6 update from the dropdown.
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Close the window and let Steam download the update.
[p align="start"]You can switch back to the live version at any time by setting the beta dropdown back to “None”.
Give feedback
[p align="start"]Please report bugs and suggestions on our Nolt board 👉 https://feedback.tabletopsimulator.com/
[p align="start"]Include your OS, GPU, and logs (see Troubleshooting & Logs below) when reporting issues. It helps a lot.
Please use the "Public Beta" tag for feedback to do with this patch.
[p align="start"]
[p align="start"]Windows: 64-bit Windows 10 21H1+ (Windows 11 supported) macOS: 11 Big Sur+ Linux: Ubuntu 22.04/24.04 (64-bit)
Summary
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Engine upgrade to Unity 6 LTS: smoother performance, better stability, and faster loading in many cases.
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Native Apple Silicon support on macOS with a universal app that runs on both Apple Silicon and Intel, using Metal by default on Apple Silicon.
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New Vulkan graphics API option on Windows & Linux (experimental) for potentially better performance in heavy scenes.
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New minimum system requirements:
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Windows: 64-bit Windows 10 21H1+ (Windows 11 supported)
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macOS: 11 Big Sur+
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Linux: Ubuntu 22.04/24.04 (64-bit)
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Win 32-bit builds are no longer supported.
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Game & plugins updated to latest versions and now code-signed for fewer antivirus/security issues.
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Big quality-of-life upgrades: camera movement, keybind behavior, music player overhaul, notepad improvements, grid tools, erase-all controls, Cloud Manager upgrades, new console options.
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New Lua tools for drafting, hand selection, hand “stash” areas, rewind control, and more scripting power.
Gameplay, rules, and your saves are unchanged. This is primarily an engine and quality-of-life update.
Engine, Platform & Security
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Updated TTS to Unity 6 LTS.
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Updated all plugins to their latest compatible versions.
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The game executable is now code signed, improving trust with Windows and reducing false positives with antivirus.
New OS / Platform Requirements
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Windows
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64-bit only.
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Minimum: Windows 10 version 21H1 (build 19043) or newer.
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Windows 11 fully supported.
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macOS
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Minimum: macOS 11 Big Sur or newer.
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Now ships as a universal app that runs on both Intel and Apple Silicon (M-series).
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On Apple Silicon, TTS now runs natively (no Rosetta required).
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Linux
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Supported: Ubuntu 22.04 / 24.04, 64-bit.
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Wayland and X11 supported (behavior may vary by distro/driver).
If you’re on an older OS than the above, TTS may not launch after this update. Please update your system.
Graphics APIs
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macOS (Apple Silicon):
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Metal is now the default graphics API when running on Apple Silicon.
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If you’re not on Apple Silicon, the game uses OpenGLCore by default.
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Windows & Linux:
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Added Vulkan as a new experimental graphics API.
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In very demanding scenes, Vulkan can offer better performance on supported hardware.
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Because Vulkan is still experimental, if you hit visual glitches or stability problems, switch back to the default renderer.
Security
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Includes the latest Unity 6 security fixes, addressing known file-loading vulnerabilities in older engine versions.
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Combined with code signing, this should reduce security prompts and exploit risk.
General & Performance
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Greatly increased snappiness of WASD camera movement with less “floaty” gravity.
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Keybinds now use physical key location instead of character, so bindings line up across different keyboard layouts.
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Voice chat improvements:
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Disabling voice chat in the configuration menu properly stops all voice chat processes.
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This can fix audio issues with some Bluetooth headsets.
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If you are the host and disable voice chat, it disables voice chat for all players.
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Added an error message when trying to use voice chat when it isn’t connected.
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UI theme can now automatically follow your system theme if none is manually selected.
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Greatly optimized network serialization on CPU via more efficient bitpacking.
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Image loading improvements:
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Loading new (uncached) images is now more performant.
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Improved image quality in many cases.
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Reduced likelihood of crashes when large or many new images are being loaded.
VR (Beta Note)
- In the current public beta, post-processing is not active in VR. This means effects like LUT-based color grading and other post-processing visuals do not work in VR yet. We’re planning to restore this in a future update.
Music Player
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Added search filter for playlists. ( Nolt #2143 )
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Added Clear Playlist button.
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Added Export Playlist and Import Playlist:
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Save your current playlist to a file.
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Add a playlist file into your current playlist.
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Added Upload Music Folder:
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Select a folder and upload all songs in it at once, with naming.
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TTS will now suggest a name for a song when you provide a URL or file.
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Fix: Music player no longer breaks when loading a new mod. ( Nolt #2038 )
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Fix: Music events no longer break when a song ends with no playlist active.
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Fix: Music player no longer resets when loading a save file with no music saved on it.
Notepad (On-Screen Notes)
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On-screen notes region is now resizable.
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New notepad settings for:
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Font
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Font size
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Text justification
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New console commands:
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[c]ui_notepad_edit[/c]
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[c]ui_notepad_left_align[/c]
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[c]ui_notepad_locked[/c]
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[c]ui_notepad_fixed_width_font[/c]
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[c]ui_notepad_font_size[/c]
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[c]ui_notepad_size[/c]
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[c]ui_notepad_text[/c]
Grid
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While Grid settings are open, the grid now renders on top of everything, making adjustments easier.
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Controlled via [c]ui_grid_highlight_when_editting[/c] (console / Misc setting).
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New anchor & gizmo mode:
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Click the Gizmo button in the Grid window.
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Select a component to center the grid on it.
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Ctrl+click a second component to size the grid appropriately (using your snap settings). ( Nolt #1871 )
Erase All
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Applies to drawn lines, text, and decals.
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Non-promoted players:
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“Erase all” now only erases their own drawings/decals. ( Nolt #1841 )
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Promoted players:
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Can erase everything.
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Can erase just their own.
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Can erase all content from a specific player.
Cloud Manager
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Cloud folder dropdown now has a “Select Folder” button that opens the Cloud Manager folder browser. ( Nolt #711 )
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Starred folders:
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Folders can now be Starred (button next to folder name).
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Starred folders show first in the folder browser dropdown. ( Nolt #711 )
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Cloud search now restricts results to the current folder. ( Nolt #1839 )
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Fix: Resolved several file browser issues and cleaned up its underlying code to improve stability.
Misc Features
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Custom Figurine:
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Added toggle to use a minimal collider on the card part. ( Nolt #1929 )
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Added option to mirror the back texture. ( Nolt #2107 )
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Added Reset Scale to an object’s scale context menu. ( Nolt #2078 )
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Hotseat player names are now remembered between sessions. ( Nolt #2070 )
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Added [c]vr_floor[/c] command / VR setting:
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Lets you turn off the floor independently of [c]fog[/c] / “Floor Of Mist”. ( Nolt #2173 )
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Server browser improvements:
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Player names now show in the server browser.
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Your name is hidden if you are offline, invisible, or you untick the “Show Name In Server Browser” option.
[p align="start"](The previously mentioned standalone external server browser tool has been removed and is no longer part of this update.)
Console Commands
[p align="start"]New/updated commands:
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[c]component_hotkey_state_change[/c]
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When enabled, press number keys while hovering an object to change its State.
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Appears in Misc Settings.
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[c]ui_notebook[/c]
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Shows the Notebook window.
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[c]text_tool_default_font_size[/c]
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Sets default size for the Text tool. ( Nolt #2000 )
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[c]autorun_lua[/c]
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Controls whether Lua automatically runs when updated.
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[c]camera_reset_on_color_change[/c]
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Controls whether the camera automatically moves to your seat when you change color. ( Nolt #256 )
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[c]show_name_in_server_browser[/c]
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Controls whether your name is listed in the server browser for public servers you join.
[p align="start"]Fixes:
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Fixed [c]help[/c] command not working on commands that have no arguments.
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Removed old console commands related to global chat. ( Nolt #2117 )
Misc Fixes
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You can now obtain the “Be Social” achievement using in-game chat. ( Nolt #1895 )
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Fixed game crashing when trying to load a CMYK JPG.
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Fixed line tool not converting to cm in component mode. ( Nolt #1934 )
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Fixed “Showing Hand” button displaying incorrect color after seat swap.
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Fixed on-screen hand blocking in-game UI. ( Nolt #1757 )
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Fixed hotseat turn not being set to correct player on load. ( Nolt #1960 )
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Fixed hotseat players being unable to drop cards in searched deck. ( Nolt #1959 )
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Fixed hotseat turn incorrectly resetting when loading a Classic game.
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When starting a hotseat game, the game now only picks larger tables, so all player colors are immediately selectable.
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Fixed context menu not clamping to screen. ( Nolt #1966 )
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Fixed context menu appearing in the wrong position when right-clicking a card in hand. ( Nolt #2051 )
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Fixed unintuitive Text Tool placement behavior.
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Fixed appearance of custom card aspect ratios when searching containers. ( Nolt #2021 )
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Fixed cards merging incorrectly with a deck when the deck is on a snap point. ( Nolt #2063 )
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Fixed left edge of search dialog not having a collider. ( Nolt #2077 )
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Fixed Japanese language name in language select. ( Nolt #2116 )
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Fixed shake detector triggering when the user spams Tap.
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Fixed Random Domino/Card/Mahjong Tile not generating every possible object. ( Nolt #2160 , #2154 )
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Fixed rewind/forward ([c]rwd/fwd[/c]) not working correctly. ( Nolt #2161 )
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Fixed game breaking on first launch but working on subsequent launches.
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Fixed cards getting cut off onscreen when scaling very large hands.
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Fixed deleting a folder in Cloud Manager not deleting all contained files.
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Fixed issues when uploading PDF files via “Upload All” in the Cloud Manager.
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Fixed a bug where objects with multiple assets (primary/secondary AssetBundles) could think they finished loading too early, breaking on-screen hands, highlighting, and Lua load completion.
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Fixed dice behavior when picking up and dropping instantly, so dice now roll correctly in that scenario.
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Fixed VR floor setting being inverted for the [c]vr_floor[/c] option.
Lua
[p align="start"]New Lua functions and features for creators:
Object State Changes
- Added [c]tryObjectStateChange(object, new_state_index, player_label)[/c] and [c]object.tryStateChange(new_state_index, player_label)[/c]. ( Nolt #1822 )
[p align="start"]These are called whenever a user uses the state change action on an object — even if the object doesn’t actually have extra states. That means:
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You can hook into the “state change” action to drive similar custom behavior in your own scripts.
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You should not use this as a generic “do anything” trigger; keep it semantically tied to state-change-like behavior so your mods remain intuitive.
[c]Wait.collect[/c]
- Added [c]Wait.collect(table expected_ids, on_finished, on_add = nil, on_error = nil) -> {table expected, table results, add(id, ...), reset()}[/c].
[p align="start"][c]Wait.collect[/c] takes a list of expected ids and returns a [c]collect_table[/c]:
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When the task for a given id is complete, call: [c]collect_table:add(id, ...)[/c].
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The first time this happens for a given id:
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[c]collect_table.results[id][/c] is set to the [c]...[/c] you passed in.
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If you provided [c]on_add[/c] to [c]Wait.collect[/c], it is called as: [c]on_add(id, ...)[/c].
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Error handling:
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If you call [c]add[/c] more than once for the same id and you provided [c]on_error[/c], it is called as: [c]on_error(Wait.COLLECT_DUPLICATE, id, ...)[/c].
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If you call [c]add[/c] with an id that was not expected and you provided [c]on_error[/c], it is called as: [c]on_error(Wait.COLLECT_UNKNOWN, id, ...)[/c].
[p align="start"]When all expected ids have been added:
- [c]on_finished(results)[/c] is called with the final [c]results[/c] table.
[p align="start"]You can call:
- [c]collect_table:reset()[/c] to zero out call counts and clear results so you can reuse the same collector.
Rewind State
[p align="start"]Rewind states are stored periodically. If a store happens in the middle of a complex scripted change, you can end up with bad intermediate states. These helpers let you control when rewinds are saved. ( Nolt #617 )
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[c]storeRewindState(closure andThen, block_further_stores)[/c]
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Attempts to store a rewind state if there are unsaved changes, then calls: [c]andThen(success, didSave)[/c].
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[c]success[/c]:
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[c]true[/c] → the call completed successfully.
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[c]false[/c] → a rewind state could not be stored. You should always check this before continuing.
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[c]didSave[/c]:
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[c]true[/c] → a new rewind state was actually written.
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[c]false[/c] → call succeeded but there was nothing new to save.
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If [c]block_further_stores[/c] is [c]true[/c] and [c]success[/c] is [c]true[/c], then no additional rewind states will be recorded until:
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You call [c]storeRewindState[/c] again, or
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You call [c]allowRewindStore()[/c], or
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60 seconds have passed.
If [c]success == false[/c], the safest simple strategy is to retry [c]storeRewindState[/c] before proceeding with the critical part of your script.
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[c]allowRewindStore()[/c]
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Clears the block on storing rewind states.
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You should call this any time you previously used [c]storeRewindState[/c] with [c]block_further_stores = true[/c], once your “don’t interrupt me” work has finished.
Hand Zone Stash
[p align="start"]Each player’s primary hand zone now has a “stash”:
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[c]player.getHandStash()[/c] → returns the stash object if it exists.
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[c]player.drawHandStash()[/c] → draws all cards from stash into hand.
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[c]player.setHandStashLocation(v3 position, int rotation)[/c] → set stash position & rotation.
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[c]card.moveToHandStash()[/c] → moves a card in hand into its stash.
[p align="start"]Use cases: drafting mechanics, temporary hidden piles, etc.
Hand Select Mode
[p align="start"]Automate drafting & hand selection:
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[c]chooseInHand(label, minCount, maxCount, prompt, players) -> affectedPlayers[/c]
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[c]chooseInHandOrCancel(label, minCount, maxCount, prompt, players) -> affectedPlayers[/c]
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[c]clearChooseInHand(players) -> affectedPlayers[/c]
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[c]currentChooseInHand(player) -> label[/c]
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[c]onPlayerHandChoice(player_color, label, objects)[/c] → Callback triggered when a player confirms their selection.
Lua Fixes
- Fixed [c]JSON.encode[/c] not working correctly with Unicode. ( Nolt #1263 )
Troubleshooting & Logs
[p align="start"]If you hit problems, attaching your Player.log helps us a lot:
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Windows: [c]C:\Users\\AppData\LocalLow\Berserk Games\Tabletop Simulator\Player.log[/c]
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macOS: [c]~/Library/Logs/Berserk Games/Tabletop Simulator/Player.log[/c]
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Linux: [c]~/.config/unity3d/Berserk Games/Tabletop Simulator/Player.log[/c]
[p align="start"]Enable logging with [c]/log[/c] in chat or the [c]-log[/c] launch option.
[p align="start"]Your Mods and other user data live here (good for backups or clean caches):
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Windows: [c]%USERPROFILE%\Documents\My Games\Tabletop Simulator\Mods[/c]
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macOS: [c]~/Library/Tabletop Simulator/[/c]
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Linux: [c]~/.local/share/Tabletop Simulator/[/c]
Thank you ❤️
[p align="start"]Engine upgrades are big and tie in to every platform and a ton of unique hardware configurations. If you run into issues, please include with your report:
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OS version
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GPU + driver version
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Player.log
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Workshop link (if it’s mod-related)
[p align="start"]And again, thank you for your patience during the long gap of silence. This engine work sets us up for faster, more frequent updates going forward — and your feedback in the public beta will help us get there.
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