v0.3.2 — OpenUPM Compatibility
New Features and Minor Improvements for Developers
- The KomodoCore package is now compatible with OpenUPM. This required some changes to the package structure.
- NetworkSimulator has a few functions that allow you to simulate receiving predetermined client position updates.
- EraseManager is included as an example of using the GlobalMessageManager.
Known Issues
- Model size estimation now works again for projects using the package, but it still is not able to prevent the app from crashing on the Oculus browser.
- If you build with “Project Settings > Player > Other > WebAssembly Arithmetic Exceptions” set to “Throw”, it will throw a crashing error when a new client joins. Please build with this setting set to “Ignore.”
Bug Fixes
- The “People” menu panel is no longer open by default.
- Added missing licenses to the Readme file. Many thanks to these projects!
Additional Notes
GlobalMessageManager serves as a way to register new custom message types with their appropriate function to be called when receiving such a call from the network. One line was added to DrawInstanceManager to reflect this:
GlobalMessageManager.Instance.Subscribe("draw", (str) => Draw_Refresh(str));
. Therefore, when NetworkUpdateHandler receives a message, it goes to the GlobalMessageManager to request the message function to call from the type.Erase Manager was added to provide the ability to have access to the eraser tool to add different types of objects to erase (e.g. primitives), This can be done by overriding the call and calling the base function on a script overriding this behavior.
Made the BrowserEmitMessage() static JS function public in NetworkUpdateHandler.cs to allow it to be reached from KomodoMessage.cs.
Added default values for ModelImportInitializer.cs instead of using the new keyword to avoid a warning in the editor