Releases: gelic-idealab/komodo-unity
v0.4.1-revA
Corrected package.json
v0.4.1
v0.4.0
Merge pull request #76 from gelic-idealab/develop v0.4.0: Migration to Message API
upm/v0.3.2-revB
README changes only: Instructions, Licenses and Attributions, OpenUPM Badge
An extra revision was done to the Git tags to include the latest package.json version. The package.json version has version "v0.3.2-revB" now, but the previous one had version "v0.3.2", which was preventing OpenUPM from building the package.
upm/v0.3.2-revA
Corrected package.json. Previously, it reported the version as v0.2.3-b1. Note that in GitHub, this version will be called "v0.3.2-revA", but in OpenUPM, it will just be called "v0.3.2".
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
upm/v0.3.2
See the v0.3.2 release for info.
The KomodoCore Package, Locomotion and Menu Improvements
Note: v0.3.1 has been released (the order is wrong on GitHub). Find it here.
v0.3.0 Release Notes
New Features and Minor Improvements
For students and instructors:
- A new height calibration tool helps set the floor at its exact location.
- The world is much less yellow-tinted by default.
- The menu panels are now unified for a nicer desktop spectator experience.
- Desktop spectator controls now have natural directions, and the speeds have been tweaked.
For developers:
- v0.3.0 brings Komodo one version closer to being a distributed package! Place the Packages folder into your project, then use the Window menu to copy the appropriate folders into your project so you can customize scripts, assets, and the WebGL template.
Known Issues
- The right-handed menu is comfortably placed, but the left-handed menu seems offset.
- The menu on Oculus Quest is rotated to an uncomfortable angle.
- Firefox Reality on Quest and PC VR has a known issue with WebXR local-floor, so we cannot accurately know your height automatically.
- In scenes with terrain or different floor heights, you may need to teleport twice to arrive at the correct height.
Bug Fixes
- Teleportation and snap turns now work as expected -- before, moving away from the center of your playspace could decrease their accuracy.
Connection Status Feature, Drawing and Hands Bug Fixes
v0.3.1 Release Notes
New Features
- The settings panel now has a reconnect button and a connection status indicator.
- The reconnect button disconnects you and reconnects you to the same session without having to refresh the whole page.
- The connection status tells you about connection status, reconnection status, and errors.
Bug Fixes
- Clients can no longer grab (each others') draw strokes. Before they could, but this was a bug.
- Corrected all client hands to be the same size. Before, other people's hands were larger than yours.
For Developers
- We no longer include the Illinois-specific API and Relay URLs in the build.
- Contact idealab@library.illinois.edu to request credentials if you are developing on the Illinois campus.
Manager independence, Ghost cursor fix
New Known Issues
- Drawings are visible to everyone, but...
- The erase action only applies to the view of the person who pressed erase
- The undo action only applies to the view of the person who pressed undo
Major Changes
- modularize managers to live independently of each other by using SingletonComponent.cs flag, "is alive" to see if managers exist in scene to run processes connected to managers.
- Separated each manager to their own prefab as well as UIMenu and Avatar.
- UIMenu and Avatar have a new script on root to use for accessing deep references within its hierarchy. The script also allows us to set references when either UIMenu and Avatar appears in the scene instead of having those references from start. This was done so both things can live independently of each other.
- Drawing system now relies on the messaging system
Other Changes
- Ghost UI cursor now appears on UIMenu from the beginning and reflects the current selection hand