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UMA 2.13 Alpha 3

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@Jaimi Jaimi released this 07 Dec 05:16
· 41 commits to develop since this release
67aa67a

What's new in Alpha 3

UMAMeshData - added function to convert to Unity Mesh
DynamicCharacterAvatar
Added events when wardrobe items are added and removed
Error checking when Additional recipes have null item
Replacement slots can now update overlays, and do not duplicate
Force Suppress wardrobe items - If you want a character to never wear something, you can add it.

Texture Processing / Materials
New shader to combine overlays at render time. Allows color masking in addition to all other functions (R,G,B,A masks).
Rewrote Mesh LOD finder

Photobooth
Reworked photobooth to work in URP, and to allow it to enable/disable backface culling when creating icons.

Simple LOD
Distance scaling feature to push out LOD zones
Rewrote Slot LOD finder, and cached results for fast lookup.

UMATextureCombiner
New - Lets you build textures from texture channels of other textures, fill channels with values

UMANormalViewer
New - Lets you view vertex normals to help debug issues

Mesh Combiner:
Now tracks where every slot begins in the built mesh, and every UVArea for atlassed textures
(used by UMAUVAttachedItem)

Global Library
Can now select orphaned slots and overlays
Can now permanently delete selected items (be careful)
Calculate size of selected items
Added UMAMaterial so we can save/restore materials as needed
Filtering System - You can now specify folders that you want to use when rebuilding the global library.
Utilities panel - Tons of new features to automate tedious tasks of updating recipe transforms, mesh hide assets, materials, etc.
Add selected items to unity selection (optionally include dependencies). Apply selected race to selected items.

Bug fixes:
Twistbones fixed to not keep adding itself
Fixed cases where skeleton rebuild would not happen correctly
Overlay Aligner - fixed for various lighting issues
OverlayColorData Property Drawer fixes
DCARendererManager - fixed obscure issues when updating
Wardrobe Collections - Fixed null references when items removed
Fix for null race names in recipes
SkinnedMeshCombiner - fix an empty array copy in some cases
UMARandomAvatar - Numerous fixes
Addressables SingleGroupGenerator - Numerous fixes with Material stripping,
Character Editor - numerous fixes
OverlayDataAsset Inspector - fixes for newer Unity (Duplicate arrays)
SlotDataAsset Inspector - fixes for saving changes
Shader Parameter Mappings - Several fixes - Always Update, etc.

From Alpha 2
You can now load/save Avatar Definition from the DynamicCharacterAvatar in the inspector at runtime.
DNA Converters can now have a "post apply" action.
Several blendshape bugfixes
added editable property to force rebind the animator at build time.
Fixed drag/drop of mesh hide assets
Fixed submeshes in Mesh Hide Asset editor
Added "Show Help" on UMAMaterial Editor, so you can see what all the different types are.
Reworked "hide" on DCA, so it does not use Update. (less overhead)
Added "Recreate Avatar on Race change" option.
Added "AddressableBuildPending" function so you can see if a build is waiting on addressables.
Added new UMAMaterial type "Use existing textures". This sets the textures to the existing textures, and does not generate an atlas. To compositing, you will need to use special shaders. Extra overlays are passed to the shader appending the overlay number in the chain (example, if you have 2 overlays that set _MainTex, then the second one will set "_MainTex1". Shaders are not included for compositing.
Changed "DNA Applied" events to call at the very end of the DNA process.
Small speedup in blendshape application when not all vertex data is sent.

From Alpha 1
Lots of bug fixes - Too many to list
On Generator - added ability to force rebuild all characters at edit time.
On DCA - added button to rebuild current character
On DCA - Added buttons to pull up the current race, and the current base race recipe
Photobooth can now turn on/off mannekin, make clothes double sided (URP/HDRP required for that)
Slots can now contain objects
Objects on slots can get events through IUMAEventHookup to setup the object
Override textures on overlays
Override vertexes on slots
Override bones on T-Poses
Switch to Native methods to set triangles on mesh building
Slot builder can strip parts of bone names when they get renamed spuriously (looking at you, Maya)
New UMAMaterial type: Use Existing Material
Drag and Drop mesh hide assets
Minor fixes to SimpleLOD, Twistbones
Mass add mesh hide assets in Global Library window
Select overlays by material in Global library window
Weld functionality in Slot Inspector - fixes seams without seams mesh
Lots of little buttons to make life easier in the editors
Decal Editor (broken - in progress)