New World scripting will be ON by default, in next Premiere Pro release!
As discussed on these forums and described in detail elsewhere, Premiere Pro is updating its internal script engine execution path. We're calling the existing ExtendScript engine, through the same new "plumbing" being used by the more modern JavaScript engine, which will be used by UXP.
Our goal for this approach is that your existing ExtendScript code should continue to work, without modification, under New World scripting. New World has been available since Premiere Pro 13.1. Thank you to all our partners who've tested their scripts, and reported issues!
We've fixed all known New World-related issues, for our forthcoming release.
The next release of Premiere Pro will default to New World.
NOW would be a great time to test your PPro ExtendScript, to confirm that it's compatible with New World scripting. 🙂
Here's how to enable New World (don't do it before reading all instructions, below):
Display the Console using <ctrl>-<f12> (Win) or <cmd>-<f12> (MacOS X), Use the 'hamburger' menu to set the view to Debug Database.
AME: set 'AME.ScriptLayer.EnableNewWorld' to true, to enable.
PPro and Prelude: set 'ScriptLayerPPro.EnableNewWorld' to true, to enable.
Here's how to test:
0. Install current version of PPro (and AME, if applicable).
1. Launch host application.
2. Confirm via Console window's Debug Database (instructions above) that New World is NOT enabled.
3. Test your panel's ExtendScript.
Interim result: Your ExtendScript should work as it normally does.
4. Enable NewWorld (via instructions above).
5. Close and re-launch PPro.
6. Confirm in Console that New World IS enabled.
7. Test your panel's ExtendScript functionality, again.
Result: Does your panel's ExtendScript work correctly, with New World enabled?
PLEASE let us know your results, using one of the following:
Yes!

