Releases: 2d-inc/Nima-Unity
v0.5.1.0
v0.5.0.0
- Support for new Constraints:
- IK Constraint
- Distance Constraint
- Translation Constraint
- Scale Constraint
- Rotation Constraint
- Transform Constraint
- Support for Jelly Bones.
v0.4.0.0-beta
Support for new Solo Node.
v0.3.0.1-alpha
Updating the Unity runtime to include support for reading and using CustomProperties from Nima.
v0.3.3.1-alpha
Fixed an issue with the importer not presenting the option for single mesh.
v0.3.3-alpha
Added a new way to use the Actor Component as a single mesh which allows for easier sorting in complex scenes and better batching on older hardware. We now support these three render paths: Canvas, Single Mesh, multi-mesh with Unity Skinned Renderer (best performance on modern hardware but requires some extra work when setting sort order as nodes are individually layered).
v0.3.2.3-alpha
We've added support for rendering Actors in the UI with the new Actor Canvas Component. We've also improved Mecanim support and fixed numerous bugs.
v0.3.1-alpha
Adding initial support for Mecanim.
v0.3-alpha
This release implements the new animation event triggers from Nima. Take a look at the ArcherController for an example of how to listen for these events. They are dispatched by both the actor and the animation.
v0.2-alpha
Adding support for the latest Nima features.
- Full character hierarchy.
- IK target solver.
- Skinned Meshes using Unity's native render path.
- Vertex deformed meshes.
- Custom shaders for pre-multiplied alpha path with support for all blend modes.
- Full animation pipeline with mixing support.
- Example character and controller.
- Minimal memory impact sharing as many mesh resources and data as possible across character instances at the cost of changing render states. Need to better investigate whether a more memory & CPU intensive path re-generating a full character mesh on change is more effective on underpowered GPUs.