Change log | Hybrid Renderer | 0.3.5-preview.15
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    Change log

    [0.3.5] - 2020-03-03

    Changed

    • Updated dependencies of this package.

    [0.3.4] - 2020-02-17

    Changed

    • Updated dependencies of this package.

    [0.3.3] - 2020-01-28

    Changed

    • Updated dependencies of this package.

    [0.3.2] - 2020-01-16

    Changed

    • Updated dependencies of this package.

    [0.3.1] - 2019-12-16

    This version requires Unity 2019.3.0f1+

    Changes

    • Updated dependencies of this package.

    [0.3.0] - 2019-12-03

    Changes

    • Updated dependencies of this package.

    [0.2.0] - 2019-11-22

    This version requires Unity 2019.3 0b11+

    New Features

    • Added support for vertex skinning.

    Fixes

    • Fixed an issue where disabled UnityEngine Components were not getting ignored when converted via ConvertToEntity (it only was working for subscenes).

    Changes

    • Removed LightSystem and light conversion.
    • Updated dependencies for this package.

    Upgrade guide

    • Lightsystem was not performance by default and the concept of driving a game object from a component turned out to be not performance by default. It was also not maintainable because every property added to lights has to be reflected in this package.
    • LightSystem will be replaced with hybrid entities in the future. This will be a more clean uniform API for graphics related functionalities.

    [0.1.1] - 2019-08-06

    Fixes

    • Adding a disabled tag component, now correctly disables the light.

    Changes

    • Updated dependencies for this package.

    [0.1.0] - 2019-07-30

    New Features

    • New GameObjectConversionSettings class that we are using to help manage the various and growing settings that can tune a GameObject conversion.
    • New ability to convert and export Assets, which is initially needed for Tiny.
      • Assets are discovered via DeclareReferencedAsset in the GameObjectConversionDeclareObjectsGroup phase and can then be converted by a System during normal conversion phases.
      • Assets can be marked for export and assigned a guid via GameObjectConversionSystem.GetGuidForAssetExport. During the System GameObjectExportGroup phase, the converted assets can be exported via TryCreateAssetExportWriter.
    • GetPrimaryEntity, HasPrimaryEntity, and the new TryGetPrimaryEntity all now work on UnityEngine.Object instead of GameObject so that they can also query against Unity Assets.

    Upgrade guide

    • Various GameObject conversion-related methods now receive a GameObjectConversionSettings object rather than a set of misc config params.
      • GameObjectConversionSettings has implicit constructors for common parameters such as World, so much existing code will likely just work.
      • Otherwise construct a GameObjectConversionSettings, configure it with the parameters you used previously, and send it in.
    • GameObjectConversionSystem: AddLinkedEntityGroup is now DeclareLinkedEntityGroup (should auto-upgrade).
    • The System group GameObjectConversionDeclarePrefabsGroup is now GameObjectConversionDeclareObjectsGroup. This cannot auto-upgrade but a global find&replace will fix it.
    • GameObjectConversionUtility.ConversionFlags.None is gone, use 0 instead.

    Changes

    • Changing entities dependency to latest version (0.1.0-preview).

    [0.0.1-preview.13] - 2019-05-24

    Changes

    • Changing entities dependency to latest version (0.0.12-preview.33).

    [0.0.1-preview.12] - 2019-05-16

    Fixes

    • Adding/fixing Equals and GetHashCode for proxy components.

    [0.0.1-preview.11] - 2019-05-01

    Change tracking started with this version.

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