Architecture: Legacy reads take the texel below and to the left
Validation pass for 0.3.0-rc.5: current version only, corrected against the code Architecture, the field reference and the guides corrected against the package: the decode dispatch and grid pass, the fixture config layouts, per-component fields, the DMX Input step for channel sources, the supported platforms. References to earlier VRSL-URP releases and the removed replace menu are gone; the original VRSL stays as migration history. Long passages shortened.
Migrating from Built-in: siblings land with their body on the original's
docs: a call moves only with the same arguments
docs: what the migration names, lists and re-points
docs: migrated fixtures keep their state and arrive at this package's brightness
docs: migrated AudioLink movers keep their cone width
docs: the fixture components' VRSL names
docs: an empty Ball stops only the ball
docs: the discoball's ball turns with its dots
docs: light stencils don't come across
docs: DMX in your own shaders A page for the public include, Runtime/Shaders/VRSLDMX.hlsl: the four reads, what a channel the grid doesn't carry reads, the values VRStageLighting_DMX_Static writes onto its renderers, and porting a shader from VR Stage Lighting's VRSLDMX.cginc. Linked from Home, and the Grid Textures field in the reference names the raw slot.
docs: the DMX manager is VRSL_DMXURPLightManager
docs: the managers follow fixtures switched on and off
docs: the superseded per-layout prefabs are gone
docs: horizontal grids go in a quarter turn, channel 1 on the strip's top row
docs: AudioLink is optional
docs: one prefab set, the superseded folder and its replace menu, no shader-driven discoball
docs: migration tints, and which VRSL and Unity versions the tool runs on
docs: URP 17.4 and Unity 6000.4 as the minimums The package needs Unity 6000.4, which ships URP 17.4, so Getting Started and Architecture say so.
docs: correct what the Console, the shell list and a grid input do Troubleshooting's dark-under-Stream-data row says the Console only speaks when nothing is sending, and VRSL Diagnostics and the DMX Monitor tell a stream with no records apart. The bodies-dark row points at Fixture Shell Renderers. The Configuration Reference names the discoball as the fixture without a shell list, and says which managers the upgrade moves to Stream data. DMX Channel Sources says a grid input publishes a channel count of zero, and lists the par and blinder bodies among the readers. DMX Sources says plainly that SetDmxInput is safe to repeat and to call early.
docs: grid channels read from their own cells The 13th-channel correction table is gone from every reader, so the warning about forty channels reading their neighbour goes, and Architecture says how the compute finds a cell.
docs: par and blinder bodies follow DMX; fixture shell fields The fixture shell entries say what the list and the tint do, the DMX table gains curveMod and shellEmissionTint, and the Sibling-Static Inheritance section is gone: the realtime lights never read a sibling Static.
docs: Unity 6000.4 or newer
docs: DMX Input, standby and Stream data, the synced input switch
docs: shader-driven fixtures follow a channel source
docs: ApplyAddress() re-patches a DMX fixture at runtime
docs: Legacy and Vertical fixtures migrate onto the Horizontal prefabs
docs: one DMX manager reads any grid layout, and can switch while the world runs
Name the media player's user-data event, and which Basis player carries it