208 lines
9.3 KiB
Plaintext
208 lines
9.3 KiB
Plaintext
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CurvedUI changelog--------------------------------//
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3.2
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Bugfixes
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- Fixed an issue where TMP Text would not clear properly.
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- Fixed a compile error in Unity 2020.1 and above.
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- Removed Shaders that could show errors on URP and HDRP in Unity 2020.
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- Fixed errors showing in Prefab Mode and added more descriptive messages.
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3.1
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New
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- Added support for Oculus Integration v19.1 and above.
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- Added a global Layer Mask for easier control over interactions.
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Bugfixes
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- Fixed an issue that could cause the UI to become unresponsive in Android platform builds.
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- Fixed a naming conflict with Selectable class from other VR assets.
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- Fixed an issue where Controller Override would not work in some Control Methods. If you are using this feature, you may need to re-assign your reference.
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- Fixed an issue where CurvedUIPhysicsRaycaster would always raycast on all layers.
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Changes
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- CurvedUI now requires Unity 2018.4 or above.
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- RaycastMyLayerOnly property has been deprecated to make room for new global Layer Mask.
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3.0
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New
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- Added support for Unity XR Interaction Toolkit.
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- Added support for interactions with 3D objects via EventTrigger components on all control methods.
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Bugfixes
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- Fixed an issue which could cause UI to be unresponsive to clicks in builds, even though it worked in Editor.
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- Fixed an issue where cyrillic or chinese characters would be improperly displayed on dropdowns. Big thanks to Patrick M. for this one!
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2.8p2
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New
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- CurvedUI will now check for common scene setup issues and let you know what might be happening.
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Bugfixes
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- Fixed GoogleVR issues on Unity 2019.2
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- Updated demo scenes to include prefabs from new version of major SDKs.
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2.8p1
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Bugfixes
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- Fixed an issue where dropdown would not work properly in Unity 2019+
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- Fixed an issue where UI elements would be unresponsive on ultra wide aspect ratios.
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- Fixed an issue where Text Mesh Pro objects would cause uneccesary performance cost when placed on scroll rects.
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- Fixed an issue where Input Fields would get deselected on some control methods when user moves the pointer outside.
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- Fixed an issue where TMP Input Fields would be improperly masked.
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2.8
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New
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- Added support for Player Prefab from SteamVR's Interaction system.
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- Improved performance with Text Mesh Pro.
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- Small improvements to make SteamVR Plugin setup easier.
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- CurvedUI will now automatically detect if Text Mesh Pro is present - no setup needed.
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Bugfixes
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- Fixed an issue that might cause a crash when curving super-long TMPro texts.
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- Fixed code compilation warnings in Unity 2019
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2.7p1
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Bugfixes
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- Fixed an issue in Gaze control method when pointing in and out of the canvas after a click would fire another click immidiately upon returning.
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2.7
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New
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- Added support for SteamVR 2.0+
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- Added an easy way to override pointer direction and origin for non-standard controllers.
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Bugfixes
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- Fixed gc leak in custom ray control method.
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- GAZE control method will now properly work with vertical sliders.
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- Dragging a slider will no longer cause it to flicker.
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2.6p2
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CurvedUI will now support VRTK with OculusSDK.
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2.6p1
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Bugfixes
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- Fixed an issue which caused Image and Texts sometimes revert to flat versions.
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- Fixed small gc leak.
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2.6
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New
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- Added support for TMP Input Field' caret and selection.
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- GearVR touchpad can now be used to click objects on canvas without having to be set up in Unity InputManager first.
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- Added support for Oculus Go. Thanks to John for helping to test things out.
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Bugfixes
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-Fixed an issue where dropdowns could not be operated in OculusVR control
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method.
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-Fixed an issue where objects with interactable property set to false could still be
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clicked with Gaze control method.
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-Reduced GC allocation in continuously updated objects. Big thanks to Marko for
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suggestions.
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-Fixed improper slider value being set when clicked with Gaze control method on
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Unity 2017.3+
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-Fixed TMP objects not working as templates of a dropdown.
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-Fixed an issue where Gaze Progress Image would not animate properly with 2 or
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more curved canvases on the screen.
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-Fixed an issue where changing the fill of an image would not prompt CurvedUI to
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update it.
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Fixed an issue where Grip and Menu button presses where not properly fired in CurvedUIViveController class.
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2.5p1
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- fixed compile error on some Unity versions when used in SteamVR control method
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2.5
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New
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-CurvedUI can now auto detect newest version of Text Mesh Pro and automatically enable support for it. A big thank you to TMP author - Stephan_B - for providing a way for this.
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- CurvedUI will now automatically check for interactable objects outside of the canvas and suggest a fix.
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- Added public PointingAtCanvas bool for easy access to this data.
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- CurvedUILaserBeam now has an option to hide the beam when not aiming at a canvas.
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- OCULUSVR control method will now support GearVR remote.
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Changes
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- Renamed VIVE control method to STEAMVR control method. It now supports Vive, Oculus, Microsoft Mixed Reality and all other devices using SteamVR SDK.
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- Renamed OCULUS TOUCH control method to OCULUSVR control method. It now supports Oculus, GearVR and (in the future) Oculus Go headsets.
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Bugfixes
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-Fixed a bug where some VRTK rigs would throw a null reference exception when used with CurvedUI
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-Fixed an issue where TMP Submeshes would be curved twice.
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-Fixed an issue where some TMP objects would be deformed in Edit mode.
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-Fixed an issue with GAZE control method where progress bar would stay full if scene was launched without a visible canvas.
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-Fixed an issue where large scale (ex. 1,1,1) canvases with very small size (ex. 1x1) would suffer from bad curve quality.
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2.4
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New and Improved
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-Added Support for GoogleVR SDK 1.110 or later.
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Changes
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-Removed support for Unity 5.2 and earlier for clearer code base.
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-Removed Daydream control method. Use GoogleVR control method for Daydream apps instead.
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-CurvedUI now requires Unity 5.6 and up to run GoogleVR. Other control methods can be used in earlier versions of Unity.
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Bugfixes
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-Fixed a bug where adding CurvedUI to a GoogleVR demo scene required additional modifications of components on EventSystem gameobject.
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-Gaze control method will now properly fire all click events.
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-Gaze control method will now properly work with dropdowns.
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-RaycastToCanvasSpace method will now properly take canvas’ layer into account.
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-Fixed a bug where using ScrollView with Custom Ray control method would make it jump upon pressing down the controller.
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2.3p1
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New and Improved:
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-Updated GoogleVR demo scene to Google VR Unity SDK 1.70
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Bugfixes:
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-Fixed a memory leak issue that sometimes affected canvases with TMP components.
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-CurvedUISettings.CanvasToCurvedCanvas method will now work before first Update.
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2.3
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New and Improved:
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-Updated OrientOnCurvedSurface.cs script to work in every possible case.
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-Cached some references in scripts for added performance.
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-Raycast My Layer Only is now default option for new canvases.
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Bugfixes:
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-Gaze Click now works on toggles.
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-Gaze Click will no longer fire when no Selectable is under the pointer.
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-Gaze Click will no longer fire on disabled Buttons.
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-Fixed Gaze Click firing multiple times in single frame with multiple canvases on the scene.
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-Fixed Gaze Control Method not firing OnBeginDrag and OnEndDrag events.
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-Fixed Text Mesh Pro support excessive performance cost due to constant updates.
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-Fixed OnPointerExit and OnPointerEnter events being called every frame with Custom Ray control method.
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-Fixed erratic scroll behaviour with Custom Ray control method.
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2.2:
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New and Improved:
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-Added support for switching to Vive control method during runtime.
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-Vive Control method now also supports Oculus Touch when used via SteamVR. This includes adjusted pointing direction.
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-Controller hand can now be picked for Oculus Touch
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-Oculus Touch control method will now automatically find hand controllers.
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-Unified variable names across namespace. ActiveVRController is now Hand. CurvedUIController is now CUIControlMethod.
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-Added an error message for when EventSystem component is missing from the scene.
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-Added a controlling hand auto switcher script to allow you to replicate the behavior in Oculus Home using your menu.
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-Added an option to force box collider use for cylinder and ring canvases.
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-Removed or resized some assets from Demo Scenes to make the package smaller.
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Bugfixes:
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-Fixed a bug where "Raycast My Layer Only" option would not work on canvases that are children of rigidbodies.
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-Fixed an issue where objects were not properly deselected in Custom Ray control method.
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-Fixed jittery motion in Dragging with Gaze demo
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-Fixed Text Mesh Pro submeshes not being properly Curved
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-Fixed sudden jump that occurred for some scrollrects when using Gaze control method.
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-Fixed Input caret not working on multi-line Input fields.
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-Gaze demo scene will now work when launched on mobiles.
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-Fixed an issue where turning off a controller during runtime would throw index out of bounds exception
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-Fixed a bug where Text Mesh Pro objects would wiggle when planced on a canvas attached to a steamvr controller.
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-"Remove Effect From Canvas" will now properly remove TMP related components.
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2.1p1
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Fixed Unity 5.6 compile bug.
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Fixed World Space Mouse demo scene.
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2.1:
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Moved all the scripts to CurvedUI namesspace. You may need to add "using CurvedUI;" to your scripts accessing CurvedUI methods.
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Fixed a bug where CurvedUI would not compile on some older unity versions.
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Fixed a bug where objects with z different than 0 would not be rendered in a right spot in sphere canvas.
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