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v2.0.0
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Added
StrangeCleanup - UdonSharp component for resetting pickupable objects
Multiple cleanup groups - Create separate reset buttons for different object sets
Each cleanup group manages its own tracked objects independently
Captures original positions/rotations on world load
Reset button returns all tracked objects to their starting positions
Automatically drops held pickups before reset
Resets Rigidbody velocities
Audio feedback support
Custom inspector with tracked objects management, collider controls, and UI button creation
Auto Respawn - Automatically reset objects after configurable idle time (1-60 minutes)
Timer starts when object is dropped (not when it stops moving)
Objects respawn even if still in motion
Interval-based checking (0.5s) for performance optimization
Cached pickup references to avoid per-check GetComponent calls
Object Auto-Cleanup Section (World Tab)
Lists all cleanup groups in scene with object counts
Shows Global Sync status indicator per group
Create new cleanup groups with one click
Linked Cleanup Groups (StrangeHub Inspector)
Shows all cleanup groups in scene alongside Smart Toggles
Displays object count and sync status per group
Clickable names to select cleanup buttons
Global Sync for StrangeToggle and StrangeCleanup
Toggle state syncs to all players including late joiners
Reset action syncs to all players
Mutually exclusive with persistence (per-player) mode
Manual sync mode with ownership transfer
Automatic VRCObjectSync component management on tracked cleanup objects
UI Button/Toggle Creation
"Add UI Toggle" button creates world-space VRChat UI with checkmark
"Add UI Button" for cleanup reset buttons
"Remove UI Toggle/Button" to clean up created UI
Automatic VRCUiShape and TextMeshPro integration
Checkmark auto-added to toggle objects array
Lighting Workflow (Visuals Tab)
Streamlined 3-step workflow: Setup → Scene Volumes → Baking
PC/Quest mode detection based on build target
"Apply Recommended PC Settings" - ProgressiveGPU, Shadowmask, Directional, 20 texels
"Apply Recommended Quest Settings" - ProgressiveGPU, Subtractive, Non-Directional, 12 texels
"Apply Bakery PC Settings" - Shadowmask, Dominant, 5 bounces, 16 samples
"Apply Bakery Quest Settings" - Subtractive, 2 bounces, 8 samples
Lighting Presets system - Save/Load complete lighting configurations
Auto-Generate Scene Volumes with configurable max size
GPU Instancing Overhaul (Visuals Tab)
Hierarchical grouping: Ready for Instancing vs Material Consolidation Candidates
Per-object selection within instance groups
Material thumbnail previews in consolidation view
Master material selection for consolidation workflow
Static batching integration with mutual exclusivity toggle
"Switch to Instancing" / "Switch to Static" buttons for quick conversion
Minimum instance count threshold (default 5+ objects)
Material Manager Improvements
Material thumbnail preview (32x32) in list
"Sel" button to select material in Project window
External Tools Status (World Tab)
Bakery GPU Lightmapper detection with Asset Store link
RedSim Light Volumes detection with VPM listing link
Interactables Tab Improvements
Reorganized Smart Toggle expanded settings into 4 sections (Action, Feedback, Brain, Trigger)
Add/Remove UI Toggle buttons
Prefab instance handling with "Unpack Prefab" option
Static Batching Tooltips (Auditor Tab)
Tooltip warning when switching from static to dynamic about baked lighting implications
Changed
Major Editor Reorganization - Complete restructure into subfolders:
Editor/Auditors/ - All auditor partial classes (Audio, Particles, Physics, etc.)
Editor/Converters/ - Quest conversion utilities
Editor/Inspectors/ - Custom inspectors (StrangeHub, StrangeToggle, StrangeCleanup)
Editor/Resources/ - Editor resources (logo)
Editor/Tabs/ - Tab partial classes (World, Visuals, Interactables, Auditor, Quest, Expansions)
Editor/Utilities/ - Helper classes (Logger, BuildDataReader, TextureVRAMCalculator, LightingPreset)
Visuals Tab Overhaul
Lighting Workflow section with PC/Quest mode indicator
GPU Instancing Tools section
Material Manager section
Removed Auditor redirect (consolidated into Auditor Tab)
Expansions Tab
Auto-scan on tab draw and project changes
Improved package root detection (finds Expansions folder first, then package.json)
Release Workflow
Added .gitkeep exclusion for VPM zip (keeps folder structure without placeholder files)
Fixed
Toggle deletion on prefab instances (properly removes backing UdonBehaviour)
UI Toggle text alignment in CreateUIToggleVisuals
Expansions folder detection when Editor files reorganized into subfolders
Obsolete Lightmapping API calls for Unity 2022+ compatibility
LightingSettings null reference exceptions
Bakery window integration improvements
Quest Converter transform synchronization for objects with duplicate names (Queue-based matching)
Duplicate method definitions in StrangeToolkitWindow
Potential null reference in StrangeCleanup.InitializeAutoRespawn()
Missing Undo support for post-processing removal in Quest Converter
Deprecated FindObjectsOfType calls updated to FindObjectsByType
Exception logging added for material blacklist loading failures
Reflection caching in PhysBones auditor (performance optimization)
Magic numbers replaced with named constants in PhysBones auditor (thresholds, UI sizing)
Magic numbers replaced with named constants in Quest Converter
Empty catch blocks now explicitly catch System.Exception
Removed unused imports in Quest Converter
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