Data: allow optional name for cloned gameobejct (8211ff7)
There is a new property on the GameObjectCloner that allows defining the name of the cloned object as by default it just gets named as <current_object_name>(Clone) which may not be desirable so this allows a simple way of just setting the name at edit time without need for any code.
Event: allow frame yield emitters to run multiple frames (d443977)
Previously, the WaitForEndOfFrame and WaitForFixedUpdate YieldEmitters would only yield after one instruction by yielding immediately after the current frame/fixed update.
This feature allows a number of frames to wait before actually calling yield, meaning it is possible to wait n frames or n fixed update loops before yielding.
The ability to provide smoothing data to the TransformPosition/Rotation/Scale property modifiers has now been added by providing a new abstract class that extends the restrictable modifier and provides smoothing settings using SmoothDamp.
A custom Quaternion SmoothDamp algorithm has been added into the Extension namespace to handle smoothing on rotations.
Utility: add pause/resume methods for countdown timer. (ec1cdff)
The CountdownTimer component now has a Pause and a Resume method allowing the timer to be paused and then resumed. There are additional events to notify when the timer is paused and resumed.
Bug Fixes
CameraOverlay: change scaled time to unscaled time (75c14f5)
The deltaTime and WaitForSeconds gets effected by the time scale which can cause the overlay to never fade in or out when timescale is set to approximately 0. Switching to unscaledDeltaTime and WaitForSecondsRealtime will always fade in and out no matter the time scale.
Tests: ensure all quaternion and vectors use comparators (cbafc35)
All of the tests that compare vectors or quaternions have now been updated so they no longer use ToString to compare in the Assert.AreEqual as this is not robust enough to always work. Instead they all now use equality comparators.
All of the gameobjects created by the tests now also are named so it is easier to see which test is running and where any cleanup issues may be occurring.
The UnityEngine.Assertions.Assert has also been removed from the tests as it is not required.
Any test that destroys the subject object on teardown has also been updated to not do this as the subject gets destroyed automatically when the containingObject GameObject gets destroyed.
Data: allow optional name for cloned gameobejct (8211ff7)
There is a new property on the GameObjectCloner that allows defining the name of the cloned object as by default it just gets named as <current_object_name>(Clone) which may not be desirable so this allows a simple way of just setting the name at edit time without need for any code.
Event: allow frame yield emitters to run multiple frames (d443977)
Previously, the WaitForEndOfFrame and WaitForFixedUpdate YieldEmitters would only yield after one instruction by yielding immediately after the current frame/fixed update.
This feature allows a number of frames to wait before actually calling yield, meaning it is possible to wait n frames or n fixed update loops before yielding.
The ability to provide smoothing data to the TransformPosition/Rotation/Scale property modifiers has now been added by providing a new abstract class that extends the restrictable modifier and provides smoothing settings using SmoothDamp.
A custom Quaternion SmoothDamp algorithm has been added into the Extension namespace to handle smoothing on rotations.
Utility: add pause/resume methods for countdown timer. (ec1cdff)
The CountdownTimer component now has a Pause and a Resume method allowing the timer to be paused and then resumed. There are additional events to notify when the timer is paused and resumed.
Bug Fixes
CameraOverlay: change scaled time to unscaled time (75c14f5)
The deltaTime and WaitForSeconds gets effected by the time scale which can cause the overlay to never fade in or out when timescale is set to approximately 0. Switching to unscaledDeltaTime and WaitForSecondsRealtime will always fade in and out no matter the time scale.
Tests: ensure all quaternion and vectors use comparators (cbafc35)
All of the tests that compare vectors or quaternions have now been updated so they no longer use ToString to compare in the Assert.AreEqual as this is not robust enough to always work. Instead they all now use equality comparators.
All of the gameobjects created by the tests now also are named so it is easier to see which test is running and where any cleanup issues may be occurring.
The UnityEngine.Assertions.Assert has also been removed from the tests as it is not required.
Any test that destroys the subject object on teardown has also been updated to not do this as the subject gets destroyed automatically when the containingObject GameObject gets destroyed.
Commits
35fe86d chore(release): set version to 2.4.0 [skip ci]
2e97d85 Merge pull request #574 from ExtendRealityLtd/features-and-fixes
306652c Merge pull request #573 from SamuelACook/master
d443977 feat(Event): allow frame yield emitters to run multiple frames
8211ff7 feat(Data): allow optional name for cloned gameobejct
cbafc35 fix(Tests): ensure all quaternion and vectors use comparators
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Bumps io.extendreality.zinnia.unity from 2.3.0 to 2.4.0.
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Sourced from io.extendreality.zinnia.unity's releases.
Changelog
Sourced from io.extendreality.zinnia.unity's changelog.
Commits
35fe86d
chore(release): set version to 2.4.0 [skip ci]2e97d85
Merge pull request #574 from ExtendRealityLtd/features-and-fixes306652c
Merge pull request #573 from SamuelACook/masterd443977
feat(Event): allow frame yield emitters to run multiple frames8211ff7
feat(Data): allow optional name for cloned gameobejctcbafc35
fix(Tests): ensure all quaternion and vectors use comparatorsa1f5204
feat(Tracking): add smoothable transform property modifierec1cdff
feat(Utility): add pause/resume methods for countdown timer.75c14f5
fix(CameraOverlay): change scaled time to unscaled timeDependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting
@dependabot rebase
.Dependabot commands and options
You can trigger Dependabot actions by commenting on this PR: - `@dependabot rebase` will rebase this PR - `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it - `@dependabot merge` will merge this PR after your CI passes on it - `@dependabot squash and merge` will squash and merge this PR after your CI passes on it - `@dependabot cancel merge` will cancel a previously requested merge and block automerging - `@dependabot reopen` will reopen this PR if it is closed - `@dependabot close` will close this PR and stop Dependabot recreating it. You can achieve the same result by closing it manually - `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself)