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New optimized list system by default, the old (slower) list can still be selected in the settings
Added support for prefabs
Adding a new entry now scrolls down the list
Header will now change color depending on the platform
It is now possible to access the EQS_Data GameObject for debugging purposes
Added Asset Pipeline v2 tip if using 2019 or newer
A lot of new components & base fields are now supported (see below)
New supported components:
Transform
SpriteRenderer
Camera
SphereCollider
Image
RawImage
LODGroup (Experimental, I could not support the renderers list, it'll use whatever is setup in the LOD group, do not modify the list size)
Reflection Probe
Canvas scaler
Light
AudioSource
RenderTexture
VRC_SpatialAudioSource
New supported base fields:
Vector2
Vector2Int
Vector3Int
Vector4
Sprite
Color
RenderTexture
Texture
AudioClip
Quaternion
Renderer
General improvements & bug fixes
Fixed standard shader materials losing their shader reference, if the shader is missing in EQS, the platform switch will automatically fix it
EQS will now keep going down the list during a platform switch even if an object is missing or has an error
Now prevents you from putting a component that already exists in the list
Fixed issues with the logo
Clearer code using scopes in the GUI
Types are now removed from the Add Component menu
Split VRC scripts into SDK 2 & SDK 3 versions for clarity
Simplified the creation of types by creating a method to get the correct PC or Quest field depending on the build target in SharedObject
Renamed EQS_Local to EQS_Localizations
EQS_Localizations is now static to be called from anywhere within EQS
Known issues
If importing the package in an SDK 3 Avatars project, you will have to delete the EasyQuestSwitch/EQS_Types/VRC folder as it is impossible to differentiate an SDK 3 avatars project from an SDK 3 worlds project