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ReleaseNote v0.46(en)

PoChang007 edited this page Dec 30, 2018 · 5 revisions

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Bug Fixes

ImporterContext.Destroy

We have changed the API to handle the resource release at runtime. See details in API Change - ImporterContext.Destroy.

Material Clearing Error with BlendShapeProxy

Fixed: The material value is reset to the reference value in every frame. If there is no any adjusting change on the material, the value will go back to the original setting.

Thumbnail Settings Restoration

Importer

Nan and Inf value

Nan and Inf value now can be parsed in float type.

  • ToDo: Make Exporter capable of detecting Nan and Inf

Unity2018.3 Compatibility

#if NET_4_6 || NET_STANDARD_2_0

File Overwritten during the Import

Fixed: Existing files (BlendShapeClip, BlendShapeAvatar, Material) are not overwritten by the new VRM import:

To create those files again, please delete the Material, BlendShapeClip, and BlendShapeAvatar assets created from the target VRM and then right click the mouse (in the Project View) to reimport the VRM file.

Exporter

Inactive Object Skipping

During the model export, the inactive node containing the mesh is not exported.

Component

VRMFirstPerson.Setup Optimization

Fixed a bug that the abnormally loading occurs when the model's SubMesh index array (mesh.getIndices) is long (over 100k) if the setting is auto.

API Change

BlendShapeProxy.SetValue(key, value, immediately)

New explicit functions of two arguments have been introduced for replacing the out-of-date three arguments function SetValue.

AccumulateValue

The accumulated values become effective if the Apply function is called. Apply is also used in the SetValues function (see BlendShapeMerge.cs).

void BlendShapeProxy.AccumulateValue(key, value)

// [Obsolete] SetValue(key, value, false)

ImmediatelySetValue

Immediately become effective.

void BlendShapeProxy.ImmediatelySetValue(key, value)

// [Obsolete] SetValue(key, value, true)

ImporterContext.Destroy

ImporterContext.Destroy(bool destroySubAssets)

Since this function does not work as its name describes, we set it to Obsolete and made new functions whose names specifically describe their purposes.

DestroyRootAndResources

Resource release for runtime importer. The newly added Dispose calls this function.

EditorDestroyRoot

Editor mode: Delete the GameObject that becomes the root of the prefab in the scene during the import.

[Obsolete] Destroy(destroySubAssets=false)

EditorDestroyRootAndAssets

Editor mode: Delete created assets when an error occurs during the import.

[Obsolete] Destroy(destroySubAssets=true)

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