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ReleaseNote v0.46(en)
ce8c
We have changed the API to handle the resource release at runtime.
See details in API Change
- ImporterContext.Destroy
.
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.
Nan and Inf value now can be parsed in float type.
- ToDo: Make Exporter capable of detecting Nan and Inf
#if NET_4_6 || NET_STANDARD_2_0
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.
During the model export, the inactive node containing the mesh is not exported.
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
.
New explicit functions of two arguments have been introduced for replacing the out-of-date three arguments function SetValue
.
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)
Immediately become effective.
void BlendShapeProxy.ImmediatelySetValue(key, value)
// [Obsolete] SetValue(key, value, true)
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.
Resource release for runtime importer.
The newly added Dispose
calls this function.
Editor mode: Delete the GameObject that becomes the root of the prefab in the scene during the import.
[Obsolete] Destroy(destroySubAssets=false)
Editor mode: Delete created assets when an error occurs during the import.
[Obsolete] Destroy(destroySubAssets=true)