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Releases: atteneder/DracoUnity

DracoUnity 3.1.0

12 Jul 18:27
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Added

  • forceUnityLayout parameter, to enforce a blend-shape and skinning compatible vertex buffer layout

DracoUnity 4.0.0-preview.2

30 Jun 10:49
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Pre-release

Changed

  • WebGL library is built with Emscripten 2.0.19 now
  • Minimum required version is Unity 2021.2

DracoUnity 3.0.3

09 Jun 11:32
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Thanks to Magic Leap and @Nihav-Jain we now have Lumin support 🎉

Added

  • Support for Lumin / Magic Leap

DracoUnity 3.0.2

26 May 14:10
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Fixed

  • Resolved Burst compiler errors (unresolved symbols on macOS) by setting correct native library reference (fixes #18)

DracoUnity 3.0.1

21 May 16:47
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Fixed

  • AOT Burst compilation errors

DracoUnity 2.0.1

21 May 16:47
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Fixed

  • AOT Burst compilation errors

DracoUnity 3.0.0

18 May 18:17
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Changed

  • DracoMeshLoader's coordinate space conversion from right-hand (like in glTF) to left-hand (Unity) changed. Now this is performed by inverting the X-axis (before the Z-axis was inverted). Compared to the previous behaviour, meshes are rotated 180° along the up-axis (Y). This was done to better conform to the glTF specification.

That's it. 3.0.0 is essentially 2.0.0 with a different coordinate system conversion, justifying a major version bump to not confuse users.

DracoUnity 2.0.0

17 May 22:12
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Changes since 2.0.0-preview

  • Bone Indices and Joints (required for mesh skinning) are working again
  • Combine mesh crash fix
  • Fixed multiple vertex attributes of same type (e.g. multiple sets of texture coordinate)
  • Fixed Unity 2019.4 LTS compatibility
  • Fix: Proper error log when editor import failed

Full Change Log

Added

  • Experimental encoding support (ability to convert Unity Meshes into compressed Draco)
  • Performance improvements
    • Two-step decoding allows to do more work of step two in threaded Jobs
    • Utilizes Advanced Mesh API
    • Uses MeshDataArray to shift more work to Jobs (Unity 2020.2 and newer)
  • Burst
  • Unit tests
  • Require Normals/Tangents parameter (necessity when using Advanced Mesh API). If true, even if the draco mesh does not have the required vertex attributes, buffers for them will get allocated and the values are calculated.
  • Parameter for coordinate space conversion (was on by default before)

Changes

  • API is now async/await based
  • Updated native Draco libraries (based on version 1.4.1)

DracoUnity 2.0.0-preview

04 Mar 11:05
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Pre-release

Known Issue

  • Skinning (bone weights and indices) does not work reliably

Added

  • Experimental encoding support (ability to convert Unity Meshes into compressed Draco)
  • Performance improvements
    • Two-step decoding allows to do more work of step two in threaded Jobs
    • Utilizes Advanced Mesh API
    • Uses MeshDataArray to shift more work to Jobs (Unity 2020.2 and newer)
  • Burst
  • Unit tests
  • Require Normals/Tangents parameter (necessity when using Advanced Mesh API). If true, even if the draco mesh does not have the required vertex attributes, buffers for them will get allocated and the values are calculated.
  • Parameter for coordinate space conversion (was on by default before)

Changes

  • API is now async/await based
  • Updated native Draco libraries (based on version 1.4.1)

DracoUnity 1.4.0

31 Jan 15:14
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Note: Universal Windows Platform ARM, ARM64 and x86 is untested. Please report an issue if you have trouble with it

Added

  • Support for Apple Silicon on macOS
  • Support for Universal Windows Platform (x86,x64,ARM and ARM64)

Changed

  • Re-built all libraries with updated environments (Xcode, Android NDK, Emscripten, etc.)
  • WebAssembly lib is now built by draco CI as well

Fixed

  • macOS library is now excluded from other platform builds (thanks Cameron Newnham [email protected])