v1.8.0-beta.1
Pre-release
Pre-release
·
760 commits
to master
since this release
Version 1.8.0-beta.1
Installer unitypackage for this version is here.
This is SNAPSHOT, not a stable release. make sure this may have many bugs.
Added
- AnyState to Entry/Exit optimization in Optimize Animator
#1157
- If AAO found animator layer only with AnyState, AAO tries to convert them to Entry / Exit pattern.
- Currently due to implementation there are some patterns that can be convert but but not converted.
- We may relax some restriction in the future.
- Because we have to check for each condition if we use AnyState but we can check for only one (in best case) with entry/exit, this generally reduces cost for checking an parameter in a state.
- Combined with Entry / Exit to 1D BlendTree optimization, which is implemented in previous release, your AnyState layer may be optimized to 1D BlendTree.
- If AAO found animator layer only with AnyState, AAO tries to convert them to Entry / Exit pattern.
- Optimize Texture in Trace nad Optimize
#1181
#1184
- Avatar Optimizer will pack texture and tries to reduce the VRAM usage.
- Currently liltoon is only supported.
Copy Enablement Animation
to Merge Skinned Mesh#1173
- This feature copies activeness / enablement animation from merge target renderers to the merged renderer.
- This feature is not enabled by default. You have to enable it in the inspector.
- This feature supports copying activeness animation of
activeSelf
of the GameObjects or ancestors of the GameObjects.
However, this feature does not work if multiple GameObjects (or both GameObject and Renderer itself) are animated. - In addition, this feature will be animate the
enabled
of the merged renderer, so you must not animate theenabled
of the merged renderer.- If animations are unsupported, AAO will show an error message and abort the build.
- Support Read/Write disabled Meshes with Av3Emulator Enabled
#1185
- Previously, AAO cannot process meshes with Read/Write disabled if AAO is triggered by Av3Emulator.
- Since this release, AAO can process meshes with Read/Write disabled if AAO is triggered by Av3Emulator.
- In addition, AAO now supports non-Float32 vertex buffers.
- We still use Float32 internally so Int32 data might lose precision a little.
- However, AFAIK there is no real-world problem with this so we implemented this way.
- If you found such a case, please report it.
- This change make AAO incompatible with Unity without Graphics.
- If you're building your avatar with batchmode with -nographics, please remove -nographics.
- Asset Description for Avatar Modify Support bundled in an avatar, Shinano
#1189
Changed
- Skip Enablement Mismatched Renderers is now disabled by default
#1169
- You still can enable it in the Inspector.
- This change does not affect the behavior of previously added components.
- Use UInt16 index buffer if possible even when total vertex count is more than 2^16
#1178
- With baseVertex in index buffer, we can use UInt16 index buffer even if total vertex count is more than 2^16.
- Of course, if one submeh references wide range of vertices, we cannot use UInt16 index buffer so we still use UInt32 index buffer in such a case.
Removed
- Unity 2019 Support
#1146
- For 2019 users, please use 1.7.x.