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Merge branch 'release/v3.2.2' into develop
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HarrisonHough committed Sep 8, 2023
2 parents 05238b2 + 4a35072 commit d6ff6ac
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Showing 7 changed files with 26 additions and 12 deletions.
3 changes: 2 additions & 1 deletion .github/latest.md
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## Changelog

### Fixed
- issue of missing mesh references when prefabs were created by avatar loader window
- an issue with module installer causing errors when importing on some Windows machines by @rYuuk in [#117](https://github.com/readyplayerme/rpm-unity-sdk-core/pull/117)


7 changes: 6 additions & 1 deletion CHANGELOG.md
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All notable changes to this project will be documented in this file.
This project adheres to [Semantic Versioning](http://semver.org/).

## [3.2.2] - 2023.09.07

### Fixed
- an issue with module installer causing errors when importing on some Windows machines by @rYuuk in [#117](https://github.com/readyplayerme/rpm-unity-sdk-core/pull/117)

## [3.2.1] - 2023.08.28

### Fixed
- issue of missing mesh references when prefabs were created by avatar loader window
- issue of missing mesh references when prefabs were created by avatar loader window by @harrisonhough in [#109](https://github.com/readyplayerme/rpm-unity-sdk-core/pull/109)

## [3.2.0] - 2023.08.24

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10 changes: 6 additions & 4 deletions Editor/EditorAssetGenerator.cs
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Expand Up @@ -11,10 +11,12 @@ public class EditorAssetGenerator

static EditorAssetGenerator()
{
if (!Resources.Load<AvatarLoaderSettings>(AvatarLoaderSettings.SETTINGS_PATH))
{
CreateSettingsAssets();
}
EditorApplication.delayCall += CreateSettingsAssets;
}

~EditorAssetGenerator()
{
EditorApplication.delayCall -= CreateSettingsAssets;
}

private static void CreateSettingsAssets()
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10 changes: 8 additions & 2 deletions Editor/Module Management/ModuleInstaller.cs
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Expand Up @@ -46,7 +46,7 @@ static ModuleInstaller()
if (!modulesInstalled)
{
InstallModules();
CoreSettingsHandler.CreateCoreSettings();
EditorApplication.delayCall += DelayCreateCoreSettings;
}

#if !GLTFAST
Expand All @@ -56,7 +56,13 @@ static ModuleInstaller()
AddScriptingDefineSymbolToAllBuildTargetGroups(READY_PLAYER_ME_SYMBOL);
}
#endif


}

private static void DelayCreateCoreSettings()
{
CoreSettingsHandler.CreateCoreSettings();
EditorApplication.delayCall -= DelayCreateCoreSettings;
}

/// <summary>
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2 changes: 1 addition & 1 deletion README.md
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Expand Up @@ -92,7 +92,7 @@ After the process is complete you project will have imported these packages:
}
],
"dependencies": {
"com.readyplayerme.core": "3.2.0"
"com.readyplayerme.core": "3.2.2"
}
}
```
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2 changes: 1 addition & 1 deletion Runtime/Data/ApplicationData.cs
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Expand Up @@ -6,7 +6,7 @@ namespace ReadyPlayerMe.Core
{
public static class ApplicationData
{
private const string SDK_VERSION = "v3.2.0";
private const string SDK_VERSION = "v3.2.2";
private const string TAG = "ApplicationData";
private const string DEFAULT_RENDER_PIPELINE = "Built-In Render Pipeline";
private static readonly AppData Data;
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4 changes: 2 additions & 2 deletions package.json
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@@ -1,6 +1,6 @@
{
"name": "com.readyplayerme.core",
"version": "3.2.1",
"version": "3.2.2",
"displayName": "Ready Player Me Core",
"description": "This Module contains all the core functionality required for using Ready Player Me avatars in Unity, including features such as: \n - Module management and automatic package setup logic\n - Avatar loading from .glb files\n - Avatar and 2D render requests\n - Optional Analytics\n - Custom editor windows\n - Sample scenes and assets",
"unity": "2020.3",
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"path": "Samples~/MultipleAvatarRender"
}
]
}
}

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