57 lines
2.9 KiB
Plaintext
57 lines
2.9 KiB
Plaintext
Release 2.13
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This update has 2 years of production usage. This includes numerous speed improvements,
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many bug fixes and stability improvements. There are way too many to list all, but here are the hightlights:
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New features:
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Updated Skins
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Speed improvements switching to native arrays in various places
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New Materials used
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Compatibility across Built-in, URP and HDRP
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New "Simple Setup" scene to customize as a base character editor
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Many Blendshape fixes and changes
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Reorganized inspectors, greatly enhanced Avatar inspector, including:
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Ability to add multiple recipes, enable disable them, filter them.
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Ability to add DNA in editor
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Able to set "base" colors in color editor
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Get directly to race, race recipe, DNA Converters, and Boneposes
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New compositing textures to lower VRAM usage
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Faster building
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Greatly enhanced utilities in the global library
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Dynamic compression for hair, based on clipping plane(s)
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Filters to limit asset searches to ease library rebuild
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Photoshop style blend modes for combining textures
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Material animator
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New HumanBoy/HumanGirl races (compatible with HumanMale, HumanFemale)
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Favorites window
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New attachment options to ease holding items.
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Significantly smaller bundles when using Addressables (removes material references and slot references where not required)
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Added Addressable Build sample to show how to build smallest bundles and rebuild/label items in build script to address various issues with larger art teams.
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Ability to recalculate normals during build
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Added Burst support
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Fixed man multi-culture issues with strings
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Fixed AvatarDefinition to save Shader Parameter blocks with colors
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Lowered size of AvatarDefinition String
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Enable/disable slots in recipe editor for testing
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Added integrated tags editor into recipe editors
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Ability to match/hide by tags, simplifying process drastically
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Drag and drop recipe merging
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Fixed photobooth to work with SRPs
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New Tools:
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Texture combiner - for combining texture channels
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Normal Viewer - see where the normals are after combining
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Convert slots to meshes
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Welding - Tools to copy vertex normals, bone weights from slots to match pieces together, or update weighting on slots without changing vertex count or order.
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For asset creators/developers
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Multi-SRP compatiblity on materials.
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Multi-SRP materials shipped with UMA.
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Added "Second pass material" to UMAMaterial to emulate mult-pass shaders
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Override textures, bones, and vertexes by character (helpful for 3rd party avatar tools).
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New Material Types - to use existing textures, or use existing materials - these modes are useful for customizable characters without generating rendertextures (much faster, but less customizable).
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Meshcombiner tracks where every slot is inside the generated mesh, so you can get to the vertexes directly if needed. Also tracks where textures are placed in the Atlas.
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This will likely be the last major release of UMA 2 (bugfix releases are of course possible), with all future enhancements going into UMA 3, which will retain asset compatibility. |