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UMA 2.10.1 Release Candidate

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@Jaimi Jaimi released this 24 Jun 16:34
· 320 commits to develop since this release
eb624c3

UMA 2.10.1

The purpose of this release is to address bugs and issues that arose in the 2.10 codebase.

Added some super-cheap serialization with compression options, and specific functions to load/save them. This uses an "Avatar Definition" that can also be manually generated if needed. On average, this is 88% smaller than the previous string. See the How To load and save sample scenes.

  • avatarString = Avatar.GetAvatarDefinitionString(true);
  • compressedString = Avatar.GetAvatarDefinition(true).ToCompressedString();
  • Avatar.LoadAvatarDefinition(avatarString);
  • AvatarDefinition adf = AvatarDefinition.FromCompressedString(compressedString);
  • Avatar.LoadAvatarDefinition(adf);
    Note: The avatar must be rebuild using Avatar.BuildCharacter(false) after loading, it is not automatic.

Fixed asmdef files when addressables active
Fixed bug when addressables is on and recipes are cached with invalid values.
Fixed delay unloading avatars
Updated Animation Clip Retargetting utility to be easier to use
Added AnimatorStateSaved and AnimatorStateRestored events
Fix for sizing atlas textures when down-sampling individual channels.
Various build time fixes for asset bundles.
Fixed overlay inspector for 2019.3
Added ability to recalculate groups if a recipe is made resources-only
Fix for Mesh Hide Asset editor scene in HDRP
Fix some edit-time only code in build.
Moved example scripts out of legacy folders
Fixed blendshape baking with negative values
Fixed wardrobe collection editor under 2019.3
Mesh Hide Assets - added support for submeshes other than 0.
Fixed GUID issues with loading asset bundles manually at build time
Some minor performance improvements when building characters with a lot of slots and overlays
Fixed looping bug in global library editor when addressables enabled
Cleaned up index on build
Removed textures from group build (they were included with the overlays already)