com.unity.streaming-image-sequence 0.4.0-preview
com.unity.streaming-image-sequence
Notes: processedReleased October 6, 2020
Unity Compatibility
Minimum Unity: 2019.4
Package Dependencies
🔄 Changes
- feat: add RenderCache and RenderCapturer, which work together to cache render results to image files. Currently provides:
- \*\* CameraRenderCapturer: to cache the render results of a Camera component.
- \*\* BaseRenderCapturer: an extensible class that a user can use to customize the capturing process.
- feat: lock frames via FrameMarkers when capturing RenderCache to prevent them from being overwritten
- feat: skipping frames when caching render results if specified by the FrameMarkers
- feat: add a shortcut for locking and edit a frame of RenderCachePlayableAsset using the assigned image application.
- feat: auto hide/show FrameMarkers when the TimelineWindow is zoomed out/in
- feat: add user notes in FrameMarkers
- feat: check if we should reload the folder of StreamingImageSequencePlayableAsset or RenderCachePlayableAsset when the Editor Application is back in focus
- fix: check if an image file exists before queuing to load it
- fix: import images directly for StramingImageSequencePlayableAsset when the source folder is already under StreamingAssets
- fix: prevent the internal texture from being destroyed when TimelineEditor is refreshed
- fix: time rounding errors when calculating the image index of StreamingImageSequencePlayableAsset
- fix: compile error in Unity 2020.2
- fix: open internals to com.unity.visual-compositor package
- refactor: rename UseImageMarkers to FrameMarkers
- chore: change the plugin library name from Loader to StreamingImageSequence
- chore: use com.unity.anime-toolbox@0.2.0-preview
- chore: change namespace to be exactly the same with the assembly name
- doc: update about package installation in the Readme files on Github.
- doc: add package badge
- doc: add RenderCache and FrameMarker documentations
- doc: update StreamingImageSequencePlayableAsset's doc
