com.unity.2d.animation 10.0.0-pre.1
Notes: processedReleased October 31, 2022
Unity Compatibility
Minimum Unity: 2023.1
Package Dependencies
- com.unity.2d.common (9.0.0-pre.1)
- com.unity.2d.sprite (1.0.0)
- com.unity.collections (1.1.0)
- com.unity.modules.animation (1.0.0)
- com.unity.modules.uielements (1.0.0)
✨ Features
- Added bone weight index validation in SpriteSkin's validate method, to ensure valid data before continuing with deformation.
- IK Manger 2D now supports camera frustum culling.
- Added internal properties to Sprite Skin to get outline data of an assigned mesh.
🔧 Bug Fixes
- Fixed a case where moving vertices forcefully in the Skinning editor could cause a quad reset of the mesh. (case DANB-7)
- Fixed a case where pasting bones in the Skinning Editor would move bones rather than copy them. (case DANB-99)
- Fixed an issue where selecting bones in the Skinning Editor after removing any bone in the skeleton will throw an exception. (Case DANB-124)
- Fixed a case where setting IKManager2D's or Solver2D's weight to '0' doesn't update solver's effector position. (DANB-139)
- Fixed a case where multi selecting Sprite Skins would cause a null reference exception to be thrown. (case DANB-126)
- Fixed an issue where undo the addition of a Sprite Skin component would crash the editor. (DANB-201)
- Fixed an issue where the Sprite Skin editor would throw an exception if Sprite Renderer doesn't have a Sprite assigned to it.
- Fixed a case where new bones are not selected after pasting them in the Skinning Editor and an exception is thrown. (DANB-208)
- Fixed IK Manager 2D's inspector slow downs. (case DANB-214)
- Fixed a case where a .psd/.psb with a Main Skeleton assigned would generate incorrect bind poses. (Case DANB-225)
📈 Improvements
- Refactored internal triangulation and tessellation APIs.
- Disabled Sprite Library modification in the Component's Inspector and added a button to export changes to an Asset.
- Pasting unassociated data to Skinning Editor doesn't throw console errors.
- Expand and frame on bone selection.
