ExtendRealityLtd / Tilia.Interactions.Interactables.Unity

A variety of mechanisms for interacting between interactors and interactables in a spatial scene for the Unity software
MIT License
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chore(deps): bump io.extendreality.zinnia.unity from 2.8.0 to 2.9.0 #154

Closed dependabot[bot] closed 1 year ago

dependabot[bot] commented 1 year ago

Bumps io.extendreality.zinnia.unity from 2.8.0 to 2.9.0.

Release notes

Sourced from io.extendreality.zinnia.unity's releases.

v2.9.0

2.9.0 (2023-03-28)

Features

  • Extension: provide alternative method for isActiveAndEnabled (2abbbf4)

    It would seem that the behaviour.isActiveAndEnabled property does not always return what is expected. If a GameObject is active and the behaviour is enabled then isActiveAndEnabled can still return false whilst in the OnEnable state.

    It would seem that isActiveAndEnabled does not return true until all of the relevant initial Unity moments have passed for an Object.

    To counter this, a new BehaviourExtension has been added called CheckIsActiveAndEnabled() that will do an absolute check on the GameObject active state and the behaviour enabled state.

    If the old isActiveAndEnabled check is still required then it can be switched to by a scripting define symbol of:

    ZINNIA_USE_ISACTIVEANDENABLED

    All of the relevant files that use isActiveAndEnabled have now been updated to use the new CheckIsActiveAndEnabled() extension method.

  • Tracking: use current property value to set passthrough mode (d20e1ca)

    The new SetPassThrough method will simply call the relevant passthrough method based on the current PassThroughCameraEnabled value.

    This is useful if the passthrough camera has turned off due to application pause and needs returning back on when the app is unpaused.

Changelog

Sourced from io.extendreality.zinnia.unity's changelog.

2.9.0 (2023-03-28)

Features

  • Extension: provide alternative method for isActiveAndEnabled (2abbbf4)

    It would seem that the behaviour.isActiveAndEnabled property does not always return what is expected. If a GameObject is active and the behaviour is enabled then isActiveAndEnabled can still return false whilst in the OnEnable state.

    It would seem that isActiveAndEnabled does not return true until all of the relevant initial Unity moments have passed for an Object.

    To counter this, a new BehaviourExtension has been added called CheckIsActiveAndEnabled() that will do an absolute check on the GameObject active state and the behaviour enabled state.

    If the old isActiveAndEnabled check is still required then it can be switched to by a scripting define symbol of:

    ZINNIA_USE_ISACTIVEANDENABLED

    All of the relevant files that use isActiveAndEnabled have now been updated to use the new CheckIsActiveAndEnabled() extension method.

  • Tracking: use current property value to set passthrough mode (d20e1ca)

    The new SetPassThrough method will simply call the relevant passthrough method based on the current PassThroughCameraEnabled value.

    This is useful if the passthrough camera has turned off due to application pause and needs returning back on when the app is unpaused.

Commits
  • 4b98f48 chore(release): set version to 2.9.0 [skip ci]
  • 9252ed3 Merge pull request #584 from ExtendRealityLtd/feat/active-and-enabled-change
  • d20e1ca feat(Tracking): use current property value to set passthrough mode
  • 2abbbf4 feat(Extension): provide alternative method for isActiveAndEnabled
  • See full diff in compare view


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ExtendReality-Bot commented 1 year ago

:tada: This PR is included in version 2.11.7 :tada:

The release is available on:

Your semantic-release bot :package::rocket: