com.unity.polyspatial 2.0.0-pre.9

com.unity.polyspatial

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Notes: processedReleased July 25, 2024

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Unity Compatibility

Minimum Unity: 6000.0 (0b16)

Package Dependencies

Features

  • Added public API to access ConnectToPlayToDevice in PolySpatialUserSettings, reports if Play To Device is enabled or not.
  • Added support for the Gather Texture 2D, Baked GI, Reflection Probe, Parallax Occlusion Mapping, DDX, DDY, and DDXY shader graph nodes.
  • Added support for `ddx`, `ddy`, and `fwidth` HLSL functions to shader graph custom function node support.
  • Added PolySpatial Background Blur shader graph node.
  • Added support for Texture 2D Arrays in shader graphs.
  • Added new properties to VisionOS Hover Effect component: Type, Color, Intensity Multiplier, Fade In Duration, Fade Out Duration
  • Added PolySpatial Hover State shader graph node.
  • Added sample scene for Particle Systems.
  • Added new BakeToTexture particle system mode.
  • Added sample code for updating SwiftUI windows from Unity C#.
  • Added `PolySpatialVolumeCameraMode.Metal` for controlling mode switching. Use a `VolumeCameraWindowConfiguration` with its mode set to Metal just like you would use an Unbounded configuration. Metal and Unbounded volumes cannot be active at the same time. Metal volume cameras require the **App Mode** to be set to **Hybrid**. Refer to the **PolySpatial Hybrid apps on visionOS** section of the PolySpatial VisionOS documentation for more information.
  • Added `Preview Selection on Device` option to shader graph editor when Play to Device is in use.
  • Added VisionOSBillboard which maps to the new Billboard component in visionOS 2.0.
  • Added support for the Render Face property of URP/Unlit materials and shader graph targets.
  • Added support for the Depth Write property of shader graph targets.
  • Added support for the Depth Test: Always setting for shader graph targets.
  • Added support for Blending Mode: Additive in URP/Unlit and URP/Lit materials.
  • Added support for blend shapes on SkinnedMeshRenderers.
  • Added support for visionOS point/spot/directional lights, with spot/directional shadows (use `Default VisionOS Lighting` setting to enable).
  • Added ability to create multiple volume cameras. A scene may only have one unbounded volume camera, the rest of the volume cameras must be bounded. Volume cameras must be placed on separate game objects.
  • Added a toggle to VolumeCamera component (ScaleWithWindow) that allows content to either scale with the volume camera window or to scale independently of the window.
  • Added fields to `VolumeCameraWindowConfiguration` (Min/Max Output Range) that allow for setting minimum and maximum size range of the volume camera. Additionally, there is a setting (Window Resizing Limit) to either set a minimum volume size and no maximum size or set a minimum and a maximum volume size.
  • Added `VolumeCamera.ImmersionChanged` event which is called when the user interacts with the crown dial to change the immersion amount of an Unbounded VolumeCamera when the RealityKit ImmersionStyle is set to Progressive.
  • Added fields to `VolumeCameraWindowConfiguration` to allow for controlling volume window alignment - can be set to either Adaptive (volume window tilts towards user) or GravityAligned (volume stays parallel to ground).
  • Added new event OnViewpointChanged to VolumeCamera. This event allows for listening to changes in user position with respect to the volume. Position granularity is limited to left, right, front, or back of the volume.
  • Added VisionOSEnvironmentLightingConfiguration component that controls the amount by which objects are affected by environment lighting (that is, lighting derived from real-world environment) on visionOS.
  • Temporarily removed auxiliary menu from PlayToDevice. A connection panel will appear instead and feature a button to open the DebugConsoleLog.

📈 Improvements

  • VisionOS Sorting Group, VisionOS Image Based Light Receiver, and VisionOS Grounding Shadow components will now apply to particle systems.
  • Switched to native support for cube maps and 3D textures.
  • Changed TextSDFSmoothstep shader graph to use fragment derivative nodes to improve text rendering.
  • Fixed multiple inconsistencies and quirks with SpatialPointer input.
  • Removed com.unity.render-pipelines.universal as dependency for com.unity.polyspatial/com.unity.polyspatial.xr.

🔧 Bug Fixes

  • Fixed input coordinate offsets when using unbounded mode with non-identity volume camera.
  • Fixed issue where size and position updates for Box, Sphere, and Capsule colliders were not being applied.
  • Fixed cameras targeting RenderTextures being rendered to frame buffer in play mode.
  • Fixed KeyNotFoundException when destroying a disabled particle system.
  • Fixed usage of default reflection probe in shader graph PolySpatial Lighting node.
  • Fixed failure to ignore input events on masked-out UGUI components/component regions.
  • Fixed failure to transfer textures with zero dimensions.
  • Fixed positions from shader graph Position node with Space: Tangent.
  • Fixed issue where Play to Device would attempt to connect to a localhost connection even when not selected in the UI.
  • Log a more descriptive error message when attempting to set the parent transform of a GameObject and the parent has not been synced. This error will only be logged when running in Editor Play Mode. The GameObject will be parented to the Volume instead.
  • Fixed implementation of the shader graph Normal From Height node.
  • Fixed P2D network connections timing out after 15 seconds of not receiving a message.
  • Fixed issue where Mask component images wouldn't be used for masking.
  • Fixed color space of image-based lighting source textures, conversion of cube maps to equirectangular images for image based lighting.
  • Fixed issue with shader graph Multiply node with A being a vector and B being a matrix.