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EasyQuestSwitch v1.1

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@JordoVR JordoVR released this 14 Aug 02:18
· 35 commits to master since this release

New Features

  • 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