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v3.1.1
Meta Quest builds pass the Horizon Store's upload check again, and glTF models render as glTF defines them on every platform: metals look metallic without an environment map, visionOS draws a model's normal, metallic-roughness, occlusion and emissive maps, an occlusion map can sit on its own UV set, and mirrored nodes draw their faces. Renderer binaries are rebuilt on virocore 3.1.1. The web build uses @reactvision/viro-web-renderer 1.1.1.
Everywhere
- Metal surfaces look metallic without an environment map. The flat ambient light lit them like matte paint.
- glTF
normalTexture.scaleandocclusionTexture.strengthapply, an occlusion map onTEXCOORD_1samples that set (not on visionOS), and mirrored nodes draw their faces.
Meta Quest
- Builds pass the Horizon Store's upload check again: the Expo plugin declares
com.oculus.permission.HAND_TRACKINGbesidehorizonos.permission.HAND_TRACKING(3.0.3 had dropped the old name, which the store requires), and no longer declaresWRITE_EXTERNAL_STORAGE, which gives a Quest app no storage access and which Meta's review asks to justify.
visionOS
Viro3DObjectdraws a glTF model's normal, metallic-roughness, occlusion and emissive maps. It drew the base color only, so textured models looked flat.
Check when upgrading
- A metallic model without a
lightingEnvironmentlooks darker than in 3.1.0. This is how glTF and three.js light it; give metallic models an environment map.