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Releases: umasteeringgroup/UMA

UMA 2.11 Alpha 2.1

16 Nov 01:49
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UMA 2.11 Alpha 2.1 Pre-release
Pre-release

Whats new in 2.11

New minimum Unity version 2019.4

Alpha 2.1 (Bugfix Update)
Fixed bone cleanup at edit-time generation (was not needed and caused reference issues in scripts).
Fixed UMAMountedItem so it would not create new mountpoints every time the editor started up.
Fixed "Add All" DNA button not doing anything
Fixed Color DNA not applying correctly after the first time in editor
Fixed some possible null refs in Physics Avatar
Fixed some possible null refs in UMASkeleton

Alpha 2
Added scaling to UMAMountedItem
Forearm Twist slot script will now let you set the names of the bones
Fixed issue in randomizer that would cause it to break
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights, resulting in a speed improvement in release build.
Added ability to transform (scale and rotate) an overlay in a recipe.
Fixed error in build when edit-time UMA's were used in scene.

Alpha 1
DynamicCharacterAvatar
UMA characters are now visible at edit time (can be disabled)
Made an edit time DNA editor, combined with colors and wardrobe under "customization".
Added UpdateBounds() function.
Added load/save preset in the editor.
Default colors are now white/black for the various colors on the race.
New events: WardrobeAdded and WardrobeRemoved.

UMAMountedItem
New object to make mounting simpler. Add this to an object you want to make mountable. Specify the bone you want to attach it to, and any offset/rotation. Will automatically attach and process, and survive rebuilds.

SlotData
New: Wildcard slots. This is a type of utility slots that can be added to recipes, which allows you to place overlays onto slots (or other overlays) based on tag. So you can place an
overlay onto a "Torso" without knowing the actual slot ID, just the tag. This allows you to reuse recipes for slots that have the same UV coordinates.
Slotbuilder
Made blender slot rotation fixup optional.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
Fixed some possible warnings during overlay generation.
Fixed race loading in editor so it does not need to instantiate the race to get slots
Lot of minor issues where assumptions were made in code that occasionally weren't true.
URP conversion option will convert hair to use Speedtree8 shader

DCARendererManager
Added option EnableRenderers to turn on/off the renderer manager for toggling between first and third person.

UMA 2.11 Alpha 2

14 Nov 02:07
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UMA 2.11 Alpha 2 Pre-release
Pre-release

Whats new in 2.11

New minimum Unity version 2019.4

Alpha 2
Added scaling to UMAMountedItem
Forearm Twist slot script will now let you set the names of the bones
Fixed issue in randomizer that would cause it to break
Added support for more than 4 boneweights. Can now use as many boneweights as you like.
Reworked the SkinnedMeshCombiner to use the new boneweights, resulting in a speed improvement when building.
Added ability to transform (scale and rotate) an overlay in a recipe.
Fixed error in build when edit-time UMA's were used in scene.

Alpha 1
DynamicCharacterAvatar
UMA characters are now visible at edit time (can be disabled)
Made an edit time DNA editor, combined with colors and wardrobe under "customization".
Added UpdateBounds() function.
Added load/save preset in the editor.
Default colors are now white/black for the various colors on the race.
New events: WardrobeAdded and WardrobeRemoved.

UMAMountedItem
New object to make mounting simpler. Add this to an object you want to make mountable. Specify the bone you want to attach it to, and any offset/rotation. Will automatically attach and process, and survive rebuilds.

SlotData
New: Wildcard slots. This is a type of utility slots that can be added to recipes, which allows you to place overlays onto slots (or other overlays) based on tag. So you can place an
overlay onto a "Torso" without knowing the actual slot ID, just the tag. This allows you to reuse recipes for slots that have the same UV coordinates.
Slotbuilder
Made blender slot rotation fixup optional.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
Fixed some possible warnings during overlay generation.
Fixed race loading in editor so it does not need to instantiate the race to get slots
Lot of minor issues where assumptions were made in code that occasionally weren't true.
URP conversion option will convert hair to use Speedtree8 shader

DCARendererManager
Added option EnableRenderers to turn on/off the renderer manager for toggling between first and third person.

UMA 2.11 Alpha 1

02 Nov 00:07
39db6e4
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UMA 2.11 Alpha 1 Pre-release
Pre-release

Whats new in 2.11

Note: Alpha version
Minimum Supported Unity version is 2018.4

DynamicCharacterAvatar
UMA characters are now visible at edit time (can be disabled)
Made an edit time DNA editor, combined with colors and wardrobe under "customization".
Added UpdateBounds() function.
Added load/save preset in the editor.
Default colors are now white/black for the various colors on the race.
New events: WardrobeAdded and WardrobeRemoved.

UMAMountedItem
New object to make mounting simpler. Add this to an object you want to make mountable. Specify the bone you want to attach it to, and any offset/rotation. Will automatically attach and process, and survive rebuilds.

SlotData
New: Wildcard slots. This is a type of utility slots that can be added to recipes, which allows you to place overlays onto slots (or other overlays) based on tag. So you can place an
overlay onto a "Torso" without knowing the actual slot ID, just the tag. This allows you to reuse recipes for slots that have the same UV coordinates.

Recipe Editor
Can now edit slot tags in the recipe editor, and they will be specific to the recipe.
Support for adding the race tags to match races for specific wildcard slots

RaceData
Made blender slot rotation fixup optional.

Global Library
Functions (and menu items) to backup and restore the Global Library.
Made the Build Preprocessor optional (off by default)

Misc
Fixed some possible warnings during overlay generation.
Fixed race loading in editor so it does not need to instantiate the race to get slots
Lot of minor issues where assumptions were made in code that occasionally weren't true.
URP conversion option will convert hair to use Speedtree8 shader

DCARendererManager
Added option EnableRenderers to turn on/off the renderer manager for toggling between first and third person.

UMA 2.10.1

28 Jul 03:12
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What's new in 2.10.1

This is a bugfix update, with only a few new features.

New features
AvatarDefinition class added.
Created to allow the creation/update of avatars without generating in UMA.
Updated Save And Load sample scene to optionally use the new AvatarDefinition
SecretHair added
Added support for submeshes other than 0 in MeshHideAssets
New events on DCA for AnimatorSaved/AnimatorRestored
Added features to Animation Target Renamer

Fixes/Updates

Addressables
Caching would cause addressable items to fail after the second load of a recipe.
ASMDef function moved to preferences, fix for broken asmdef with addressables.
Fixed possible timing issues in DelayUnload functionality when events are out of order, or new builds happen too fast.

Global Library
Addressables Group Generator was adding textures twice. Fixed.
AssetBundle add function would get an error when loading at runtime.
Missed freeing a reference on the item when released.
Added Menu Item to cleanup references if you somehow got them while switching to addressables.
Fixed lockup bug in some cases while drawing menu items and turning addressables on/off.
Fixed AssetItem GUID references at runtime (only needed at edit time)
Fixed various bugs with missing types, null checks, etc.

Misc Fixes
Unable to set the default renderer options in some versions of Unity.
Checks for nulls in some cases where items were removed, but not from lookup tables.
Fix AssetDB v2 crash issue when inspecting SlotDataAsset
Optimized the loading of overlays from recipes when having a large number in a recipe.
Wardrobe Editor was clipping the content incorrectly in 2019.3+
Negative Blendshapes can now bake correctly
Fix for MeshHideAsset editor scene in HDRP, 2019.3+

UMA 2.10.1 Release Candidate

24 Jun 16:34
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UMA 2.10.1

The purpose of this release is to address bugs and issues that arose in the 2.10 codebase.

Added some super-cheap serialization with compression options, and specific functions to load/save them. This uses an "Avatar Definition" that can also be manually generated if needed. On average, this is 88% smaller than the previous string. See the How To load and save sample scenes.

  • avatarString = Avatar.GetAvatarDefinitionString(true);
  • compressedString = Avatar.GetAvatarDefinition(true).ToCompressedString();
  • Avatar.LoadAvatarDefinition(avatarString);
  • AvatarDefinition adf = AvatarDefinition.FromCompressedString(compressedString);
  • Avatar.LoadAvatarDefinition(adf);
    Note: The avatar must be rebuild using Avatar.BuildCharacter(false) after loading, it is not automatic.

Fixed asmdef files when addressables active
Fixed bug when addressables is on and recipes are cached with invalid values.
Fixed delay unloading avatars
Updated Animation Clip Retargetting utility to be easier to use
Added AnimatorStateSaved and AnimatorStateRestored events
Fix for sizing atlas textures when down-sampling individual channels.
Various build time fixes for asset bundles.
Fixed overlay inspector for 2019.3
Added ability to recalculate groups if a recipe is made resources-only
Fix for Mesh Hide Asset editor scene in HDRP
Fix some edit-time only code in build.
Moved example scripts out of legacy folders
Fixed blendshape baking with negative values
Fixed wardrobe collection editor under 2019.3
Mesh Hide Assets - added support for submeshes other than 0.
Fixed GUID issues with loading asset bundles manually at build time
Some minor performance improvements when building characters with a lot of slots and overlays
Fixed looping bug in global library editor when addressables enabled
Cleaned up index on build
Removed textures from group build (they were included with the overlays already)

2: Merge pull request #307 from umasteeringgroup/develop

26 Jul 01:55
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UMA 2.10 Release Candidate 1

12 Apr 22:14
5718f67
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What's new in 2.10 RC 1

Requires .Net 4.X compatibility in player settings.
Minimum supported version is 2018.4

Please read Upgrading to 2.10 from a previous version - Read Me Now.PDF in the UMA folder

Support for Addressables

  • Automated generation of addressables groups
  • Automated labeling of indexed items by recipe (including LOD slots)
  • Automated cleanup of slots/overlays/textures
  • Significantly reduced memory overhead
  • Build requests are queued up with all relevant data
  • Added recipes to Addressables. If you do this, you must load them before access (they are all labelled by recipe and with 'UMA_Recipe')
  • Will now keep shared group on regeneration
  • Filter on non-added recipes
  • Ability to manage by individual recipe in window
  • Ability to override label in recipe
  • plugin system for generating addressable groups and labels

New global library window

  • New functions to mark items by various parameters
  • New Addressables Menu to generate items
  • New Ability to remove unused slots/overlays using the addressable groups
  • New Ability to remove items from library by dropping a folder onto the lib
  • Repair function will now attempt to repair addressable item groups and labels
  • Can view if an item is in resources, or addressable now
  • Protected resource items from being deleted as orphans

Moved Mesh Hide mask creation to mesh building, to address sync issues
Updated DNA checks to pull from global library instead of searching resources. Fixes an issue on android
When the animator is rebuilt, the layer weights are saved and restored now
LoadFromRecipeString now has a flag to clear the existing wardrobe when loading
Added SetRawColor function (and code) so you can pass in an OverlayColorData and the sytem won't monkey with it

UMAMaterial Changes

  • Added checkbox to use the overlay multiplier color as the background for alpha blended overlays.
  • Added a multiplier to allow adjusting that color.
  • This improves the look of hair (gets rid of banding on the edges)
  • Added a menu option to convert

Added Animation Clip Target Renamer to help with renaming targets for UMAs when the animation is broken
Reworked compatible races recipe loading, so they are figured out in the index at startup

Context changes

  • Created a new UMAGlobalContext context that pulls everything from the global library.
  • (This removes the need for the various libraries - racelibrary, slotlibrary, etc.)
  • All access to UMA data now goes through the contexts.
  • Created new prefab UMA_GLIB using the global context. It is recommended to switch to this version in 2.10.

LOD Improvements

  • Added "Maximum LOD Level" to SlotDataAsset, and Suppressed flag to SlotData for use by LOD systems
  • Added "Use Slot Dropping" to UMASimpleLOD, this will suppress slots based on the fields above.
  • By default, the eyebrows, eyelashes, and Inner Mouth are set to drop after LOD 0. Eyes are set to drop after LOD 1.

Ability to hide slots by Slot tag. This will help with having multiple races with different slot names.
Added support for 32 bit index buffers (large meshes). To enable, add UMA_32BITBUFFERS to the player defines. This is experimental at this time
Verify button in Slot Builder Window will detect UV Coordinates that are out of range.
Added Elf male and Elf female races with base race recipes.
CollisionMatrixFixer will read the current layermask settings for Ragdoll and NoCollisions, and use those if found.
Added "AutoSetLayers" property to UMAPhysicsAvatar. When set, the player layer will be the current gameobject layer, and the Ragdoll layer will be read from the layermask settings.
Added Shader Parameter Mapping to UMAMaterial - UMAMaterials can now map shared colors to color properties in the generated material. Useful for shaders that have extra color parms (like skin & hair shaders).
Added "Resources Only" flag to UMA recipes. Checking this will skip adding this recipe, and it's slots, overlays and textures to Addressabe groups.
New Menuitem on UMA Menu: "WebGL/Enable Embedded Resources". This will turn on embedded resources in WebGL, allowing UMA to work right in WebGL.
Overlay coordinates can now be specified in UV range (0..1) in addition to absolute range. This should make it much easier to handle Unity converting textures to square on mobile, or the need to resize textures for performance.
New Detail Normal map texture channel type, allows combining of normal maps in UMAMaterials (standard renderer only at this point)
New Non-Shader texture channel type, allows a texture to be accumulated on the atlas, but not sent to a material.
The first RuntimeAnimatorController for compatible races will now be added if a race specific controller is not found.
You can now pass a constructed DynamicCharacterAvatar to the UMARandomAvatar.Randomize() function to regenerate it randomly.
New scene ("OverlayAligner") to convert and adjust overlay coordinates visually.
Performance improvements - up to a 5% increase in speed when building under 2019.3 due to boneweight optimizations.
Added support for more than 32 wardrobe slots (problem with Masked Field editor)
Added DefaultRendererAsset property to DynamicCharacterAvatar. This lets you set "UpdateWhenOffscreen", the renderer name, etc, for the default renderer. If you don't add a DCA Renderer Manager, or setup a Renderer Asset for a slot, this one will be used to set renderer properties.

Various bug fixes & changes

  • Fixed various overlays that were missing textures or had the wrong count
  • Fixed some scenes that had broken over time
  • Sometimes a shader would not be compiled correctly.
  • Reworked recipe editor and disallowed duplicate mesh hide assets.
  • Fixed bug where you couldn't add a Wardrobe Collection using SetSlot before Start() was called on the DCA.
  • Fixed bug in 2019.3 where it was not finding the type for RuntimeAnimatorController in build.
  • Fixed bug where WardrobeCollections would end up indexed in multiple places

New "How To" scenes

  • How to construct a DCA from scratch
  • How to construct and load a DCA from a prefab
  • How to load and save a DCA to a string
  • How to use a slider to control DNA

v2.10 Addressables Alpha 3

30 Jan 03:18
c6b3344
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What's new in 2.10 alpha 3

Minimum supported version is 2018.4

Please read Upgrading to 2.10 from a previous version - Read Me Now.PDF in the UMA folder

Support for Addressables

  • Automated generation of addressables groups
  • Automated cleanup of slots/overlays/textures
  • Significantly reduced memory overhead
  • Build requests are queued up with all relevant data
  • Added recipes to Addressables. If you do this, you must load them before access (they are all labelled by recipe and with 'UMA_Recipe')

New global library window

  • New functions to mark items by various parameters
  • New Addressables Menu to generate items
  • New Ability to remove unused slots/overlays using the addressable groups
  • New Ability to remove items from library by dropping a folder onto the lib

Added a label field to recipes to allow the user to override addressable label names
Moved Mesh Hide mask creation to mesh building, to address sync issues
Updated DNA checks to pull from global library instead of searching resources. Fixes an issue on android
When the animator is rebuilt, the layer weights are saved and restored now
LoadFromRecipeString now has a flag to clear the existing wardrobe when loading
Added SetRawColor function (and code) so you can pass in an OverlayColorData and the sytem won't monkey with it

UMAMaterial Changes

  • Added checkbox to use the overlay multiplier color as the background for alpha blended overlays.
  • Added a multiplier to allow adjusting that color.
  • This improves the look of hair (gets rid of banding on the edges)

Added Animation Clip Target Renamer to help with renaming targets for UMAs when the animation is broken
Reworked compatible races recipe loading, so they are figured out in the index at startup

Context changes

  • Created a new UMAGlobalContext context that pulls everything from the global library.
  • (This removes the need for the various libraries - racelibrary, slotlibrary, etc.)
  • All access to UMA data now goes through the contexts.
  • Created new prefab UMA_GLIB using the global context. It is recommended to switch to this version in 2.10.

LOD Improvements

  • Added "Maximum LOD Level" to SlotDataAsset, and Suppressed flag to SlotData for use by LOD systems
  • Added "Use Slot Dropping" to UMASimpleLOD, this will suppress slots based on the fields above.
  • By default, the eyebrows, eyelashes, and Inner Mouth are set to drop after LOD 0. Eyes are set to drop after LOD 1.

Ability to hide slots by Slot tag.
Added support for 32 bit index buffers (large meshes). To enable, add UMA_32BITBUFFERS to the player defines. This is experimental at this time
Verify button in Slot Builder Window will detect UV Coordinates that are out of range.
Added Elf male and Elf female races with base race recipes.
CollisionMatrixFixer will read the current layermask settings for Ragdoll and NoCollisions, and use those if found.
Added "AutoSetLayers" property to UMAPhysicsAvatar. When set, the player layer will be the current gameobject layer, and the Ragdoll layer will be read from the layermask settings.
Added Shader Parameter Mapping to UMAMaterial - UMAMaterials can now map shared colors to color properties in the generated material. Useful for shaders that have extra color parms (like skin & hair shaders).

Various bug fixes & changes

  • Fixed various overlays that were missing textures or had the wrong count
  • Fixed some scenes that had broken over time
  • Sometimes a shader would not be compiled correctly.
  • Reworked recipe editor and disallowed duplicate mesh hide assets.
  • Fixed bug where you couldn't add a Wardrobe Collection using SetSlot before Start() was called on the DCA.

v2.8.5 RC1

22 Aug 02:41
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v2.8.5 RC1 Pre-release
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UMA 2.8.5 RC 1 Whats New

Renderer Manager - allow you to specify visibility, shadows of specific model parts.
Render Manager scene - hides head in world, but not in shadows, reflections**
HDRP and LWRP compatibility. (Note: assets will need to be modified).
Option on Generator to force all pending UMA's to be built on the next frame.
Updated Documentation
Updated hair shaders for Smoother hair blending.
Two sample wardrobe items that modify the bone pose.
New menu item to generate all the Controller and Bone Pose DNA for the new Physique slot.
Various bug fixes/enhancements
* Character colors not saving in the recipe editor.
* infrequent DNA obj ref error when switching races.
* Will build from settings if invalid file or options specified.
* Keep Avatar option
Ability to move InternalDataStore folder (name must remain the same, but location can change)
UMABoneCleaner - cleanup after adding extra bones
UMA Jiggle slots
UMA Sway Bone - for ponytails, etc.
New menu item to extract the Mecanim avatar from a UMA at runtime
Default Mecanim avatars added race folder
Experimental - Ability to specify position of overlay in Texture Atlas

v2.8.5 RC2

02 Sep 17:44
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v2.8.5 RC2 Pre-release
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UMA 2.8.5 RC 2 Whats New

Asmdef now available in 2018.4 + Unity only (too many issues with packages) - Menuitem to install will appear
Restructured menu items
New context menu items in project view
Added incompatible recipes array and editor (your UI will need to address this)
Minor bug fixes from RC1
Added LOD documentation in main content doc
Can now drag/drop wardrobe folders onto DCA

UMA 2.8.5 RC 1 Whats New

Renderer Manager - allow you to specify visibility, shadows of specific model parts.
Render Manager scene - hides head in world, but not in shadows, reflections**
HDRP and LWRP compatibility. (Note: assets will need to be modified).
Option on Generator to force all pending UMA's to be built on the next frame.
Updated Documentation
Updated hair shaders for Smoother hair blending.
Two sample wardrobe items that modify the bone pose.
New menu item to generate all the Controller and Bone Pose DNA for the new Physique slot.
Various bug fixes/enhancements
* Character colors not saving in the recipe editor.
* infrequent DNA obj ref error when switching races.
* Will build from settings if invalid file or options specified.
* Keep Avatar option
Ability to move InternalDataStore folder (name must remain the same, but location can change)
UMABoneCleaner - cleanup after adding extra bones
UMA Jiggle slots
UMA Sway Bone - for ponytails, etc.
New menu item to extract the Mecanim avatar from a UMA at runtime
Default Mecanim avatars added race folder
Experimental - Ability to specify position of overlay in Texture Atlas