> For the complete documentation index, see [llms.txt](https://docs.polygonflow.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.polygonflow.io/advanced/release-notes/dash-1.12.0.md).

# Dash 1.12.0

## [Download Dash 1.12.0](https://www.polygonflow.io/download-latest-dash)

## Cable Tool on Scatters + improved UI

The Cable Tool now supports Dash Scatters as inputs.

Use **Object Mode** to spawn cables between scattered objects, or switch to **Scatter Mode** to generate large amounts of cables across your scatters. All existing Cable Tool settings still apply, giving you plenty of control over the final result.

We have also cleaned up the Cable Tool UI. Settings that are not relevant to the current mode are now hidden automatically, making the tool much easier to read, understand, and use.

{% embed url="<https://streamable.com/l/qo5s9x/mp4-high.mp4>" %}

##

## Projection in Grid Scatter

Grid Scatter now supports projection for 2D scatters.

This means your grid-based scatters can conform to a surface, making it easy to place objects across uneven terrain, bumpy ground, or other non-flat surfaces while keeping the structure of a grid layout.

{% embed url="<https://streamable.com/l/nbny3a/mp4-high.mp4>" %}

##

## Vertical Stacking

Dash 1.12 introduces a new tool, **Vertical Stacking**.

This small but powerful tool lets you quickly generate stacks of objects on assigned root actors. You can define bottom meshes, middle meshes, and top meshes, then let Dash build varied stacks automatically.

You also get controls for jitter, random removal, offsets, and more, making it great for creating believable piles and stacked assets in garages, storage rooms, warehouses, shelves, cluttered interiors, and similar environments.

{% embed url="<https://streamable.com/l/ejhpcm/mp4-high.mp4>" %}

##

## Vine Tool on Scatters

The Vine Tool can now grow across scattered objects.

Simply assign your scatter as an additional surface in the Vine Tool, and vines can spread onto the scattered meshes. This makes it much easier to blend vegetation, clutter, and procedural scattering into one more natural result.

{% embed url="<https://streamable.com/l/x8uha4/mp4-high.mp4>" %}

##

## Scatter table - Dropdown list

This is a small quality-of-life improvement, but a very useful one.

When multiple meshes are assigned to a single slot in the Scatter Table, you can now open a dropdown list to see exactly which meshes are included. From there, you can select or delete individual meshes without having to rebuild the slot from scratch.

{% embed url="<https://streamable.com/l/mc20tq/mp4-high.mp4>" %}

##

## Place in Grid / Circle

Dash 1.12 adds two simple but handy placement actions: **Place in Grid** and **Place in Circle**.

Select any number of meshes, run one of the actions, and Dash will organize them neatly in your level. It is a fast way to clean up selections, prepare assets, or create simple organized layouts directly in the viewport.

{% embed url="<https://streamable.com/l/301uyk/mp4-high.mp4>" %}

## Camera Tool V2

The Dash Camera Tool has been updated with two important improvements.

You can now animate all custom Dash camera settings in Sequencer, making it much easier to build cinematic shots with Dash-specific controls.

You can also unlock and use the standard Unreal Engine camera settings, including focus settings. This means you can create and adjust your Dash camera as usual, then enable the top toggle and fine-tune specific focus settings directly in the Unreal Engine Details panel.

If you want additional information about the Dash camera tool, you can go to this page --> [Camera Tool Description](https://docs.polygonflow.io/how-it-works/misc-tools#camera-tool)&#x20;

{% embed url="<https://streamable.com/l/x2jrux/mp4-high.mp4>" %}

##

## Debounce Execution Mode

Dash has always focused heavily on performance, and Dash 1.12 adds a new execution mode designed to make heavier workflows feel smoother in the editor.

By default, Dash uses **Runtime Execution Mode**, which means tools execute immediately whenever changes are made. This gives great real-time feedback, but in larger environments or with heavier tools, it can affect editor performance.

The new **Debounce Execution Mode** waits until you stop making changes before executing the tool. By default, the delay is set to 100 ms, but you can adjust it in the Dash preferences.

To improve editor performance, open Dash preferences from the main menu and switch to **Debounce Execution Mode**.<br>

<figure><img src="/files/n1VcRRZRqWjwSQmbRg1h" alt=""><figcaption></figcaption></figure>

<br>

## Road Tool Better UI + Height Offset with Projection

The Road Tool UI has been reorganized to make it easier to understand and faster to use.

The most important settings are now shown at the top, so you can start building procedural roads more quickly without digging through every option first.

<figure><img src="/files/VwPupmNXP8mNPPIUp4iA" alt=""><figcaption></figcaption></figure>

Dash 1.12 also adds **Height Offset** support when projecting roads onto a surface. You can find this in the **Shape Refining** settings, making it easier to fine-tune the final road placement and get the exact result you want.

{% embed url="<https://streamable.com/l/ejhpcm/mp4-high.mp4>" %}

## Custom Location & Size of Dash Windows

Dash now remembers the size and position of its windows.

Before Dash 1.12, Dash windows would reset to their default size and location after restarting. Now, window sizes and locations are restored when you reopen your project, making your workspace feel more consistent between sessions.

<br>

## UE 5.8 Support

Dash 1.12 adds support for **Unreal Engine 5.8**.

Since UE 5.8 is still new, some issues may appear. If you run into any bugs, please let us know so we can investigate and fix them as quickly as possible.

<br>

## Fixes & Improvements

* An empty tool can now be deleted
* The projection mask and path smooth now work together in Path Scatter
* The Ignore default mesh option in the vine tool now works
* Update checker: it should work going from Dash 1.11 to 1.12
* Scaller Jitter fixed in Path Scatter
* Fog card now uses the correct collision preset


---

# Agent Instructions
This documentation is published with GitBook. GitBook is the documentation platform designed so that both humans and AI agents can read, navigate, and reason over technical content effectively. Learn more at gitbook.com.

## Querying This Documentation
If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter, and the optional `goal` query parameter:

```
GET https://docs.polygonflow.io/advanced/release-notes/dash-1.12.0.md?ask=<question>&goal=<endgoal>
```

`ask` is the immediate question: it should be specific, self-contained, and written in natural language.
`goal` is optional and describes the broader end goal you are ultimately trying to accomplish on behalf of the user. GitBook uses it to tailor the answer towards what is most useful for that goal.

The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
