From 274bb9806cd7099b26c5648c6ec812f68b0c2677 Mon Sep 17 00:00:00 2001 From: Matt Schoen Date: Sun, 2 Feb 2020 01:56:33 -0800 Subject: [PATCH] Fix an issue where it is possible to undo input bindings on first import, causing exceptions --- CHANGELOG.md | 3 +++ Editor/SeedXRInputBindings.cs | 1 + package.json | 2 +- 3 files changed, 5 insertions(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 6c12e5116..d622be5fb 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,6 +4,9 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). +## [0.4.6-preview] - 2020-02-02 +- Fix an issue where it is possible to undo input bindings on first import, causing exceptions + ## [0.4.5-preview] - 2020-02-02 Fix bugs that came up during release testing: - Fix snapping menu not being interactable diff --git a/Editor/SeedXRInputBindings.cs b/Editor/SeedXRInputBindings.cs index fcbe3f809..def53d65e 100644 --- a/Editor/SeedXRInputBindings.cs +++ b/Editor/SeedXRInputBindings.cs @@ -557,6 +557,7 @@ public void GenerateXRBindings() } } + EditorApplication.delayCall += UnityEditor.Undo.ClearAll; } #region InternalProcessingCode diff --git a/package.json b/package.json index 3bbc8fea8..ea3b9ceec 100644 --- a/package.json +++ b/package.json @@ -1,7 +1,7 @@ { "name": "com.unity.labs.editorxr", "displayName": "EditorXR", - "version": "0.4.5-preview", + "version": "0.4.6-preview", "unity": "2019.1", "unityRelease": "14f1", "description": "Author XR in XR\nEditorXR provides a basic set of authoring tools and a framework for using and developing spatial authoring environments. This package adds the VR View to the Unity Editor, allowing users to take advantage of VR devices like Oculus Rift and HTC Vive in edit mode and work directly on their project and scenes in VR.\nIt is also possible to build EditorXR and its tools and workspaces into Player builds for use on devices like Oculus Quest or to incoroprate authoring components into end-user experiences.",