mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-03 03:35:34 -05:00
49 lines
2.1 KiB
Markdown
49 lines
2.1 KiB
Markdown
# v0.41
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## ※Important Information※
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## Major Updates:
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* [Exporter] Corrected exported normal map (for DXT5)
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* [Exporter] Fixed bugs that material parameters were gone when exporting VRM at runtime (for ShaderProperty that cannot be enumerated)
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* [BlendShape] Fixed bugs that the list was missing when BlendShapeClip was deleted
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* [BlendShape] Manipulation of UV value of Material Animation
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* [BLendShape] Added a function to move horizontally with MainTex_ST_S / move vertically with Matex_ST_T
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* [BLendShape] When adding new BlendShapeClip, the file name can be put into BlendShapeName
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* [SpringBoneColliderGroup] Enhanced NullCheck
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## Editor Updates:
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* [Editor] Added version# in VRM menu
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* [Editor] Added git hash to unitypackage file name
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* [Editor] Added UnitTest
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## API Updates:
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* [Importer] Added the argument: show. Now you can choose to undisplay VRM model when VrmImporter.LoadVrmAsync is ended
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* [Importer] Extended code that relies on unpacking textures in the same path as glb
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* [Importer] Change Task's version check from `UNITY_2018_1_OR_NEWER` to `UNITY_2017_1_OR_NEWER`
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* [Exporter] Organized interface
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```csharp
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GameObject m_model;
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string path;
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var vrm = VRMExporter.Export(m_model);
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var bytes = vrm.ToGlbBytes();
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File.WriteAllBytes(path, bytes);
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```
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* [UniGLTF] Changed the implementation method of extension from inheritance to partial class
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* Added [BlendShapeProxy]``public void SetValues(IEnumerable<KeyValuePair<BlendShapeKey, float>> values)``
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* Renamed UniTask => DepthFirstScheduler
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## JSON Related Fixes:
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Discarded `/nodes/*/extras/rootBone`.
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This item was meant to save `SkinnedMeshRenderer.rootBone`,
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but we found it was the same as `/ skins / * / skeleton` of the GLTF specification.
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When using UniVRM in a built application,
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there may be influences by `SkinnedMeshRenderer.updateWhenOffscreen = false`.
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From now on, we will provide the information about the change of JSON level here.
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To use `SkinnedMeshRenderer.updateWhenOffscreen=true` more convenient, we added `ImporterContext.EnableUpdateWhenOffscreen` that can apply to all meshes at one time. Feel free to use it.
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