Matter 1.0 release notes
1.0.0 — Unreleased. Matter's first public release. See Requirements for supported capabilities and validation limits.
Simulation and integration
- Two-dimensional terrain, powders, liquids, gases, heat, phase changes and reactions.
- Per-substance temperature targets with independent self/surrounding strengths, plus placeable heating and cooling sources with tick-rate-independent power.
- Compute simulation with a deterministic multithreaded Burst CPU alternative, backend-neutral cell access and state-preserving backend switching.
- Checksummed
.matterworlddocuments, schema-aware loading, imported world assets, asynchronous persistence and rollback-aware application. - Transport-neutral replication contracts; FishNet remains a separate add-on.
Rendering and authoring
- URP terrain and transparent matter with per-substance texture libraries, Natural/Toon lighting, visual fluid dynamics and shared presentation profiles.
- Scene View world painting, preview, Undo, source-conflict handling and recovery.
- Compact inspectors, explicit shared-profile ownership, mixed-phase editing, cached validation and separate simulation/rendering bake actions.
- Quick Setup with explicit target choices and a selective sample chooser.
Samples and documentation
- Independent Basic Setup with generated-basin or validated saved-world startup.
- A desktop Feature Showcase with nine public worlds, categorized painting and placement, four settings tabs, persistence and 2D/3D object interaction examples.
- An independently imported Benchmark Suite launcher with Quick Stress, Release Stress, Visual Inspection and Backend Comparison.
- Task-oriented guides, supported API documentation and matching offline/web HTML.
Compatibility
Imported samples are project-owned. Presentation profiles are shared authoring assets; duplicate a profile before making changes specific to one renderer. Saved worlds validate the ordered substance schema before loading.