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{"name":"com.unity.polyspatial.visionos","displayName":"PolySpatial visionOS","version":"3.1.1","unity":"6000.3","unityRelease":"0f1","description":"Unity PolySpatial integration package to support shared and immersive mode rendering on Apple visionOS.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.polyspatial":"3.1.1","com.unity.polyspatial.xr":"3.1.1","com.unity.xr.visionos":"3.1.1","com.unity.xr.management":"4.5.0"},"repository":{"revision":"33ddc9e3d80a2ffbf3dc6f10ec95f1cc93d34f28","type":"git","url":"https://github.cds.internal.unity3d.com/unity/polyspatial.git"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial.visionos@3.1/manual/index.html","_upm":{"changelog":"### Added\n- Added support for optimized Skinned Mesh Renderers (Skinned Mesh Renderers with Optimize Game Objects ticked true). This feature requires a change in editor version 6000.5.0a3 and above.\n- Added the ability to listen for asset clip status specifically instead of just preroll status with VisionOSVideoComponent.UpdateVideoAssetState. This allows for figuring out if a video player is stalling, paused, or playing.\n\n### Fixed\n- Fixed failure to use vertex colors in shader graphs when running over Play to Device (seen when using Bake to Mesh particles).\n- Fixed a possible memory leak when looping video players were deleted and created.\n- Fixed a crash/hang that can occur in Hybrid mode when the user opens Control Center while a Metal volume camera is rendering.\n- Fixed prerolling edge cases and improved prerolling stability.\n- Fixed a crash that can occur when PolySpatial setting GPU Mesh Transfer is used with VisionOSVideoComponent.\n- Fixed failure to render sprites."}}