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v1.5.0 - Maintainence Release and Unity 2022 Compatibility

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@PiMaker PiMaker released this 27 Apr 20:43
· 41 commits to main since this release
f2f0c74

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This release is available via the Creator Companion as a VPM package!

⬇️ Creator Companion/VPM Install

For standalone Unity, you can import LTCGI as a git package with the URL: https://github.com/PiMaker/ltcgi.git

Breaking Changes

  • LTCGI now requires Unity 2022.3!
    • On the bright side, this means LTCGI has been fully upgraded to support Unity 2022 and should no longer produce any warnings
    • Fixes #28
  • Changed LTCGI_RuntimeAdapter to LTCGI_UdonAdapter even when using LTCGI in standalone mode
    • Should fix #30

Fixes

  • Improve legacy-compat migration code
    • Use cross-platform path APIs and don't rely on AssetDatabase - via #26, thank you @galister (and @shiyouganai for #25)
    • Run migration code on load, not just controller-enable - reported by @MochiesCode
  • Rename shadowmap baking buttons for clarity ("Normal Bake" -> "Standard Bake") - via #29, thank you @fundale
  • Fix "not-available" pathing error when AudioLink is not imported
    • LTCGI supports AudioLink, but should work fine when it isn't imported now
  • Show a warning when no shadowmap-enabled screens are found but a bake was requested
  • Always disable ambient lighting settings during shadowmap baking
    • Fixes built-in Unity lightmap baking producing slightly off results

Android/Quest Support

Hold on! LTCGI is NOT Android/Quest compatible (yet)! If you just want to use it in your mobile content, stop reading here.

I have, however, been able to adjust things to the point where a VRChat Scene set to "Android" will render correctly in the editor. It is limited to 2 screens, obviously won't have avatar lighting support and will only support LTCGI_FAST_SAMPLING mode (that way it can avoid the blur-chain entirely!).

On-device (tested on an Android phone and a Quest 2) it will not render correctly however. This can also be replicated using the -force-opengl flag when launching Unity. If somebody has experience converting shaders to mobile GPUs, feel free to ping me in my Discord Server! Right now I'm pretty clueless as to what causes the breakage, I've checked over texture import settings and precision markings in the generated GLSL code, and it all looks correct.