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ReleaseNote v0.56.0(en)
- commit: https://github.com/vrm-c/UniVRM/releases/tag/v0.56.0
- milestone: https://github.com/vrm-c/UniVRM/milestone/15?closed=1
- Updated Unity supported version to
Unity-2018.4LTS+
,.Net4
only
- [closed] Update Unity version #420
- Bumped Unity version number to
2018.4.23f1
- Bumped Unity version number to
MToon
, UniUnlit
and ShaderProperty
have been moved to VRMShaders
folder.
VRMShaders
can be used as a package (UPM) to be imported into a Unity project.
If you upgrade UniVRM from v0.55, it may require you to delete Assets/VRM
in advance in order to prevent errors occur.
- [closed] Separate vrmshaders #436
- Moved shaders to
VRMShaders
to be independent fromVRM
- Moved shaders to
- [closed] update MToon #435
- Upgraded MToon to v3.3
- [closed] add constant UniGLTF.UniUnlit.Utils.ShaderName #442
We have adopted Unity Package manager
(UPM), a handy way to manage projects for developers.
Starting from Unity-2019.3
, you can specify the package you want to import via git url.
By adding the package's git url provided in Release page, UniVRM can be imported into the Unity project:
Since it was unclear how to create the BlendShapeKey, we have replaced with an explicit API:
- Add BlendShapeClip.Key
before | after | Note |
---|---|---|
public BlendShapeKey(string name, BlendShapePreset preset) | private | BlendShapePreset.Unknown's behavior was unclear when it was on. Use CreateFromPreset or CreateUnknown instead |
BlendShapeKey.CreateFrom | BlendShapeKey.CreateFromClip | Function's name indicates what it does |
new BlendShpaeKey(BlendShapePreset) | BlendShapeKey.CreateFromPreset | Replace overload with explicit function |
new BlendShpaeKey(string) | BlendShapeKey.CreateUnknown | Replace overload with explicit function. Prior to #330, it operated like Enum.Parse(ignoreCase=true). If BlendShape was created by this function, it would become BlendShapePreset.Unknown |
Reference codes
// Behavior prior to #330
public BlendShapeKey(string name) : this(name, BlendShapePreset.Unknown)
{
}
public BlendShapeKey(string name, BlendShapePreset preset)
{
Name = name.ToUpper();
Preset = preset;
if (Preset != BlendShapePreset.Unknown)
{
m_id = Preset.ToString().ToUpper();
}
else
{
m_id = Name;
}
}
public bool Equals(BlendShapeKey other)
{
return ID == other.ID;
}
// Reproduce the same behavior in v0.56
static BlendShapeKey CreateKeyOld(string src)
{
// Since Enum seems not fast enough (Garbage Collection issue), if performance requirements are high,
// it is recommended to improve the performance like using caching technique, etc.
if (Enum.TryParse<BlendShapePreset>(src, true, out BlendShapePreset preset))
{
if (preset != BlendShapePreset.Unknown)
{
return BlendShapeKey.CreateFromPreset(preset);
}
}
return BlendShapeKey.CreateUnknown(src);
}
- [closed] Update BlendShapeKey interface #427
- You can import the package
https://github.com/vrm-c/UniVRM.git?path=/Assets/MeshUtilty
via Unity Package Manager
https://github.com/vrm-c/UniVRM/tree/master/Assets/MeshUtility
If some of triangles contain BlendShape in the skinned mesh, SkinnedMeshRenderer + Mesh can be split into:
- SkinnedMeshRenderer + Mesh (triangles with BlendShape)
- SkinnedMeshRenderer + Mesh (triangles without BlendShape)
- [closed] Add mesh utility #434
- Added
MeshUtility
for mesh processing such as mesh separation
- Added
- [closed] Add blendshape options to export dialog #421
- [closed] ExporterWindowに警告メッセージを実装 #404
- Added export validation to show warning messages in Exporter Window
- [closed] add error messages for export validation #447
- The error message will pop up if the Root Transforms (Position, Rotation and Scalar) of GameObject are not default values when exporting
- [closed] EditorExport時にアセットが見つかったTextureは、それを使う #433
- Export texture image with jpg format is available now
- [closed] Fix nullcheck #432
- Fixed export without BlendShapeProxy
- [closed] Add an option to remove vertex color in export menu #428
- [closed] Save the export directory #419
- Previous export path will be saved if exporting a model more than one time
- [closed] Fix export nonactive mesh #401
- Nonactive meshes referenced by BlendShapeBinding will not be exported. If there is no active mesh in a GameObject, Export is not allowed
- [closed] Check bone names duplicate when export vrm file. #378 (neon-izm)
- Export bones with the same name is not allowed
- [closed] update export UnityPackage menu #441
- Added VRMShaders and removed UniJSON-standalone, UniHumanoid-standalone, UniGLTF-standalone
- [closed] asmdef をpackageに同梱するように変更 #405
- Changed to include asmdef in the package
- [closed] Add texture transform extensions #229
- [closed] BuildMesh load balancing in ImporterContext #451
- Added an option to distribute the frame of BuildMesh processing to prevent the frame rate dropping during dynamic loading
- [closed] check invalid file name #445
- Export is not allowed if Filenames are too long. Filenames containing control characters will be replaced with valid characters when importing
- [closed] Fix: SpringBone LateUpdate to FixedUpdate #430 (yoship1639)
- Added FixedUpdate for SpringBone
- [closed] fix MaterialImporter and TextureTransformTest #417
- [closed] Add cache enum #416
- Cached Enum.Parse and Enum.GetValues
- [closed] Suppress garbage collection due to using linq #413
- [closed] VrmFirstPersonを修正 #412
- [closed] fix multi frame blendShape #410
- [closed] Fix argument textureitem #409
- [closed] Changed to be able to extend texture loader. #408
- Make texture loader extendable
- [closed] fix glTFPbrMetallicRoughness init. #403
- Fixed a problem where no initial settings in pbrMetallicRoughness caused import failure
- [closed] Fix blendshape uppercase bug. #399 (sh-akira)
- [closed] Fix: Large heap allocation in BoneMeshEraser.ExcludeTriangles #389
- Prevent large heap allocation in BoneMeshEraser during import if the model has large number of vertices
- [closed] onloadmodel to return ienumerator #386
- Changed ImporterContext.OnLoadModel return value to IEnumerator
- [closed] Bvhのfloat.parseのロケール問題を修正 #383
- fixed a problem where BVH loading failed under specific language environments (e.g. French, Icelandic, etc.)
- [closed] Add non-string based method to search prefab #381 (sator-imaging)
- [closed] Support mesh sharing morph target #380 (mkc1370)
- Mesh with morph target created from Blender can be imported correctly now
- [closed] Adding support for editor preview on non-windows platforms #379 (sator-imaging)
- [closed] Fix: memory leak in editor preview #325 (ropo)