Skip to content

1.1.0-exp.10

Choose a tag to compare

@Needle-Mirror-Bot Needle-Mirror-Bot released this 07 Jun 16:16

[1.1.0-exp.10] - 2023-09-21

Added

Changed

  • Refactoring of "Standard Characters" sample in order to make them easier to convert to netcode.
  • Uniform scaling of character entities at runtime, using the LocalTransform.Scale value, is now supported. Note that since characters are physics objects, any uniform scale set in authoring will be baked to an entity with a LocalTransform.Scale of 1.
  • KinematicCharacterAspect query functions now take character scale as parameter.
  • Removed core character components from the required entity query for character interpolation system updates. This allows any entity with CharacterInterpolation and transform components to re-use the character's interpolation strategy.

Fixed

  • Added checks to validate the presence of components on entities before accessing them in KinematicCharacterDeferredImpulsesJob
  • Changed fixed-step character interpolation job to take into account only entities with the enabled Simulate component (fixed interpolation issue in netcode contexts).
  • Fixed an incorrect calculation of character decollision vectors under certain circumstances.

Removed

  • The KinematicCharacterVariableUpdateGroup was removed, since there are cases where it is important for this group to be user-defined in order to have better control over when it updates. In order to replace it, add these rules to your systems (or create a new systems group that has these rules):
    • [UpdateInGroup(typeof(SimulationSystemGroup))]
    • [UpdateAfter(typeof(FixedStepSimulationSystemGroup))]
    • [UpdateBefore(typeof(TransformSystemGroup))]

Security