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com.unity.polyspatial.visionos@1.3.11
## [1.3.11] - 2024-11-13 ### Added ### Changed ### Deprecated ### Removed ### Fixed - Fixed issue where raycastable UGUI components would not be removed from scene when hidden (when scrolling, e.g.) ### Security
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CHANGELOG.md

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@@ -9,14 +9,29 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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For general changes to PolySpatial, refer to the [PolySpatial Changelog](https://docs.unity3d.com/Packages/com.unity.polyspatial@latest?subfolder=/changelog/CHANGELOG.html).
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## [1.3.11] - 2024-11-13
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### Added
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### Changed
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### Deprecated
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### Removed
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### Fixed
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- Fixed issue where raycastable UGUI components would not be removed from scene when hidden (when scrolling, e.g.)
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### Security
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## [1.3.9] - 2024-08-26
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### Changed
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- We have narrowed down the conditions under which the package will compile from UNITY_VISIONOS || UNITY_IOS || UNITY_EDITOR_OSX to (UNITY_VISIONOS || UNITY_IOS) && UNITY_EDITOR_OSX. This should eliminate compile errors in the case where you had the OSX editor but not the visionOS or iOS platform dependencies.
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### Fixed
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- Wrap all MonoPInvokeCallback methods in try/catch to avoid potential crashes in player builds.
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- Parent SkinnedMeshRenderer bones to parent of the RootBone (so that it's a sibling with the RootBone) rather than to the SkinnedMeshRenderer itself - this fixes an issue where the RootBone was on a different hierarchy than the SkinnedMeshRenderer, and changes applied to the RootBone GameObject didn't affect the bones.
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- Parent SkinnedMeshRenderer bones to parent of the RootBone (so that it's a sibling with the RootBone) rather than to the SkinnedMeshRenderer itself - this fixes an issue where the RootBone was on a different hierarchy than the SkinnedMeshRenderer, and changes applied to the RootBone GameObject didn't affect the bones.
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## [1.3.1] - 2024-07-09
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@@ -90,19 +105,19 @@ For general changes to PolySpatial, refer to the [PolySpatial Changelog](https:/
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### Added
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- Added installation instructions to the documentation.
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- Added VolumeCamera OnWindowEvent event handler. This is invoked whenever a volume camera's window has state changes, such as opening or becoming unfocused.
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- Added VolumeCamera OnWindowEvent event handler. This is invoked whenever a volume camera's window has state changes, such as opening or becoming unfocused.
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- Added a "PolySpatial XR" Plug-in Provider to XR Plug-in Managment in Project Settings. Allows you to view ARPlane's and hands from device in editor while using Play To Device.
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### Changed
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- Improved documentation about samples.
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### Deprecated
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- Volume camera events other than OnWindowEvent are now obsolete and will be removed in later releases. OnWindowEvent will supply all the information the other OnWindow events would normally supply.
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- Volume camera events other than OnWindowEvent are now obsolete and will be removed in later releases. OnWindowEvent will supply all the information the other OnWindow events would normally supply.
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### Removed
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### Fixed
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- Updated ReplicateProperty Particle mode to better reflect opacity when using startColor or colorOverLifetime particle modules. Setting opacity to 0 at the start of a gradient or/and at the end will cause different opacityCurves to be applied to the RealityKit particle system.
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- Updated ReplicateProperty Particle mode to better reflect opacity when using startColor or colorOverLifetime particle modules. Setting opacity to 0 at the start of a gradient or/and at the end will cause different opacityCurves to be applied to the RealityKit particle system.
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- Updated ReplicateProperty Particle mode to better reflect startSize and sizeOverLifetime module.
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- Corrected a few documentation errors.
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- Fixed a crash that could occur if a game object that was being used as a bone in a skinned mesh renderer was deleted during runtime.
@@ -195,9 +210,9 @@ For those who are testing on devices at Apple's developer labs or via a develope
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* Unity 2022 LTS (2022.3.11f1) and higher
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* Xcode 15.1 beta 1
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* The Xcode 15 Release Candidate will _not_ work
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* visionOS beta 4 (21N5259k) - SDK
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* visionOS beta 4 (21N5259k) - SDK
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To learn more about Unity's visionOS beta program, please refer to [this post](https://discussions.unity.com/t/welcome-to-unitys-visionos-beta-program/270282).
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To learn more about Unity's visionOS beta program, please refer to [this post](https://discussions.unity.com/t/welcome-to-unitys-visionos-beta-program/270282).
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### Related Changelogs
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@@ -221,7 +236,7 @@ To learn more about Unity's visionOS beta program, please refer to [this post](h
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## [0.6.0] - 2023-11-08
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### Added
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- Particle property transfer render mode now supports StretchedBillboard->LengthScale, and has more accurate emitter shape representation.
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- Particle property transfer render mode now supports StretchedBillboard->LengthScale, and has more accurate emitter shape representation.
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- Added `PolySpatialWindowManagerAccess.entityForIdentifier` in Swift and `PolySpatialObjectUtils.GetPolySpatialIdentifier` to C#, to allow accessing the RealityKit Entity corresponding to a Unity GameObject from Swift code. No guarantees are made about whether there is a RealityKit Entity for any given GameObject, or about the lifetime of the Entity.
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### Changed
@@ -273,7 +288,7 @@ To learn more about Unity's visionOS beta program, please refer to [this post](h
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## Added
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- Documentation for Volume Camera around configuration assets.
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- Build error if trying to build for Simulator SDK in Unity prior to 2022.3.11f1.
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## [0.4.0] - 2023-10-04
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### Added

Documentation~/SupportedFeatures.md

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@@ -72,7 +72,7 @@ Support for Unity's built-in particles under PolySpatial is actively being devel
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- **Bake to Mesh**: In this mode, a dynamic mesh is baked for every particle system every frame. It closely aligns the visuals with Unity rendering, allowing leverage of most features of Unity's built-in particle systems, including custom shaders authored with ShaderGraph. However, this mode currently imposes a significant performance overhead. We are actively working to improve performance for baked particles.
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**Note:** Baked Mesh billboard particles only face the camera if there's an unbounded volume camera and ARSession in the scene. You can add an ARSession to the scene by right-clicking in the Editor **Hierarchy** window and selecting **XR > AR Session** from the context menu.
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**Note:** Baked Mesh billboard particles only face the camera when they are in an unbounded volume camera and an ARSession exists in the scene. You can add an ARSession to the scene by right-clicking in the Editor **Hierarchy** window and selecting **XR > AR Session** from the context menu.
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**Note:** VFXGraph is not currently supported in PolySpatial.
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Editor/BuildUtils.cs

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#if (UNITY_VISIONOS || UNITY_IOS || POLYSPATIAL_INTERNAL) && (UNITY_EDITOR_OSX || UNITY_EDITOR_WIN)
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#if (UNITY_VISIONOS || UNITY_IOS || (POLYSPATIAL_INTERNAL && UNITY_EDITOR_OSX)) && (UNITY_EDITOR_OSX || UNITY_EDITOR_WIN)
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using System;
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using System.Diagnostics;
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using System.IO;

Editor/MacBuildProcessor.cs

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#if (UNITY_VISIONOS || UNITY_IOS || POLYSPATIAL_INTERNAL) && (UNITY_EDITOR_OSX || UNITY_EDITOR_WIN)
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#if (UNITY_VISIONOS || UNITY_IOS || (POLYSPATIAL_INTERNAL && UNITY_EDITOR_OSX)) && (UNITY_EDITOR_OSX || UNITY_EDITOR_WIN)
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#if POLYSPATIAL_INTERNAL
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using System;
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using System.Diagnostics;
@@ -21,22 +21,14 @@ internal class PolySpatialMacBuildProcessor : IPostprocessBuildWithReport
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public int callbackOrder => 150;
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bool m_isNewPlugin = false;
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readonly static string k_PackageLibPath = "Packages/com.unity.polyspatial.visionos/Lib~";
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readonly static string k_NewPluginName = "PolySpatial-macOSNew.bundle";
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readonly static string k_OldPluginName = "PolySpatial-macOS.bundle";
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string PluginName => m_isNewPlugin ? k_NewPluginName : k_OldPluginName;
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readonly static string k_PluginName = "PolySpatial-macOS.bundle";
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internal static bool HasNewPlugin()
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{
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return Directory.Exists(Path.Combine(k_PackageLibPath, k_NewPluginName));
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}
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string PluginName => k_PluginName;
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internal static bool HasOldPlugin()
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internal static bool HasPlugin()
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{
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return Directory.Exists(Path.Combine(k_PackageLibPath, k_OldPluginName));
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return Directory.Exists(Path.Combine(k_PackageLibPath, k_PluginName));
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}
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public void OnPostprocessBuild(BuildReport report)
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bootConfig.Write();
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}
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m_isNewPlugin = HasNewPlugin();
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if (!m_isNewPlugin && !HasOldPlugin())
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if (!HasPlugin())
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{
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#if POLYSPATIAL_INTERNAL
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Debug.LogWarning($"Expected to find {k_OldPluginName} or {k_NewPluginName} in {k_PackageLibPath}, but it doesn't exist");
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Debug.LogWarning($"Expected to find {k_PluginName} in {k_PackageLibPath}, but it doesn't exist");
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#endif
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return;
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}
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if (m_isNewPlugin)
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{
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Debug.Log($"Using {PluginName}");
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}
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try
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{
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CopyMacPlugin(report);
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if (m_isNewPlugin)
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AddEnvironmentForXcode15b8(report);
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}
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catch (Exception e)
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{

Editor/RealityKitPluginBuilder.cs

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{
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BuildMacPlugin();
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if (PolySpatialMacBuildProcessor.HasNewPlugin())
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{
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BuildMacNewPlugin();
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}
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#endif
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}
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Editor/SwiftAppShellProcessor.cs

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#if (UNITY_VISIONOS || UNITY_IOS || POLYSPATIAL_INTERNAL) && (UNITY_EDITOR_OSX || UNITY_EDITOR_WIN)
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#if (UNITY_VISIONOS || UNITY_IOS || (POLYSPATIAL_INTERNAL && UNITY_EDITOR_OSX)) && (UNITY_EDITOR_OSX || UNITY_EDITOR_WIN)
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using System;
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using System.Collections.Generic;
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using System.IO;

Editor/VisionOSBuildProcessor.cs

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#if (UNITY_VISIONOS || UNITY_IOS || POLYSPATIAL_INTERNAL) && (UNITY_EDITOR_OSX || UNITY_EDITOR_WIN)
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#if (UNITY_VISIONOS || UNITY_IOS || (POLYSPATIAL_INTERNAL && UNITY_EDITOR_OSX)) && (UNITY_EDITOR_OSX || UNITY_EDITOR_WIN)
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using System.Runtime;
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using System.ComponentModel;
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using System;

Lib~/libPolySpatial_xros.a

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Lib~/libPolySpatial_xrsimulator.a

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Runtime/RKRuntimeFuncs.cs

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if (TryLoadFunctionPointers(IntPtr.Zero))
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return;
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var newlibpath = Path.Combine(Application.dataPath, "PlugIns", "PolySpatial-macOSNew.bundle", "Contents", "MacOS", "PolySpatial-macOSNew");
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var oldlibpath = Path.Combine(Application.dataPath, "PlugIns", "PolySpatial-macOS.bundle", "Contents", "MacOS", "PolySpatial-macOS");
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libpath = File.Exists(newlibpath) ? newlibpath
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: File.Exists(oldlibpath) ? oldlibpath
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var macOsLibPath = Path.Combine(Application.dataPath, "PlugIns", "PolySpatial-macOS.bundle", "Contents", "MacOS", "PolySpatial-macOS");
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libpath = File.Exists(macOsLibPath) ? macOsLibPath
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if (libpath == null)
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{
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Debug.LogError($"Expected mac plugin {newlibpath} or {oldlibpath} doesn't exist");
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Debug.LogError($"Expected mac plugin {macOsLibPath} doesn't exist");
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}
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}
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#endif

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