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