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ReleaseNote v0.41
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ReleaseNote v0.41
ousttrue edited this page 2018-09-11 18:05:15 +09:00
Table of Contents
※Important Information※
Major Updates:
- [Exporter] Corrected exported normal map (for DXT5)
- [Exporter] Fixed bugs that material parameters were gone when exporting VRM at runtime (for ShaderProperty that cannot be enumerated)
- [BlendShape] Fixed bugs that the list was missing when BlendShapeClip was deleted
- [BlendShape] Manipulation of UV value of Material Animation
- [BLendShape] Added a function to move horizontally with MainTex_ST_S / move vertically with Matex_ST_T
- [BLendShape] When adding new BlendShapeClip, the file name can be put into BlendShapeName
- [SpringBoneColliderGroup] Enhanced NullCheck
Editor Updates:
- [Editor] Added version# in VRM menu
- [Editor] Added git hash to unitypackage file name
- [Editor] Added UnitTest
API Updates:
- [Importer] Added the argument: show. Now you can choose to undisplay VRM model when VrmImporter.LoadVrmAsync is ended
- [Importer] Extended code that relies on unpacking textures in the same path as glb
- [Importer] Change Task's version check from
UNITY_2018_1_OR_NEWERtoUNITY_2017_1_OR_NEWER - [Exporter] Organized interface
GameObject m_model;
string path;
var vrm = VRMExporter.Export(m_model);
var bytes = vrm.ToGlbBytes();
File.WriteAllBytes(path, bytes);
- [UniGLTF] Changed the implementation method of extension from inheritance to partial class
- Added [BlendShapeProxy]
public void SetValues(IEnumerable<KeyValuePair<BlendShapeKey, float>> values) - Renamed UniTask => DepthFirstScheduler
JSON Related Fixes:
Discarded /nodes/*/extras/rootBone.
This item was meant to save SkinnedMeshRenderer.rootBone,
but we found it was the same as / skins / * / skeleton of the GLTF specification.
When using UniVRM in a built application,
there may be influences by SkinnedMeshRenderer.updateWhenOffscreen = false.
From now on, we will provide the information about the change of JSON level here.
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.