commit
ce8c
Bug Fixes
ImporterContext.Destroy
We have changed the API to handle the resource release at runtime.
See details in API Change - ImporterContext.Destroy.
Material Clearing Error with BlendShapeProxy
Fixed: The material value is reset to the reference value in every frame. If there is no any adjusting change on the material, the value will go back to the original setting.
Thumbnail Settings Restoration
Importer
Nan and Inf value
Nan and Inf value now can be parsed in float type.
- ToDo: Make Exporter capable of detecting Nan and Inf
Unity2018.3 Compatibility
#if NET_4_6 || NET_STANDARD_2_0
File Overwritten during the Import
Fixed: Existing files (BlendShapeClip, BlendShapeAvatar, Material) are not overwritten by the new VRM import:
To create those files again, please delete the Material, BlendShapeClip, and BlendShapeAvatar assets created from the target VRM and then right click the mouse (in the Project View) to reimport the VRM file.
Exporter
Inactive Object Skipping
During the model export, the inactive node containing the mesh is not exported.
Component
VRMFirstPerson.Setup Optimization
Fixed a bug that the abnormally loading occurs when the model's SubMesh index array (mesh.getIndices) is long (over 100k) if the setting is auto.
API Change
BlendShapeProxy.SetValue(key, value, immediately)
New explicit functions of two arguments have been introduced for replacing the out-of-date three arguments function SetValue.
AccumulateValue
The accumulated values become effective if the Apply function is called.
Apply is also used in the SetValues function (see BlendShapeMerge.cs).
void BlendShapeProxy.AccumulateValue(key, value)
// [Obsolete] SetValue(key, value, false)
ImmediatelySetValue
Immediately become effective.
void BlendShapeProxy.ImmediatelySetValue(key, value)
// [Obsolete] SetValue(key, value, true)
ImporterContext.Destroy
ImporterContext.Destroy(bool destroySubAssets)
Since this function does not work as its name describes, we set it to Obsolete and made new functions whose names specifically describe their purposes.
DestroyRootAndResources
Resource release for runtime importer.
The newly added Dispose calls this function.
EditorDestroyRoot
Editor mode: Delete the GameObject that becomes the root of the prefab in the scene during the import.
[Obsolete] Destroy(destroySubAssets=false)
EditorDestroyRootAndAssets
Editor mode: Delete created assets when an error occurs during the import.
[Obsolete] Destroy(destroySubAssets=true)