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Upgrade Komodo package to v0.5.4 #1
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One thing to note is that v0.5.1 may have this bug: gelic-idealab/komodo-unity#84 |
Some developer notes. Feel free to skip. Summary update coming in the next comment. Cloned impress into
I found and deleted the meta files.
Couldn’t fix by deleting meta files because I couldn’t find the meta files.
Deleted every meta file referred to (from inside the IMPRESS folder), plus a few others because of the Create Menu’s missing prefabs. Kept Unity open while doing so and occasionally focused Unity so it would re-create the meta files.
Thankfully these went away when I fixed the meta files and I recompiled.
Restarted Unity and I got this:
Upgrading OpenXR plugin to v1.2.8. Those errors went away.
Deleted that gameObject.
ImpressPlayer needs to be assigned.
Player Settings > ?? > Active Input Handling = Both
I will need to comment out some parts of scripts as "delayed features" -- otherwise, I'd have to fix the prefab, and I don't think that is worth it for Primitive and Grouping. |
Summary of Changes So Far Manually tested world pulling in editor only. It seems to roughly work. Did the same with the menu and drawing. It works about the same as it did before. Which includes the fact that the drawing stroke is either black or white for some reason. Temporarily disabled…
Turned ImpressEventManager into purely a static class — it’s no longer a MonoBehaviour, and it has no singleton instance. In short, we don't have to add it as a GameObject in the scene, and it should work the exact same way.
Changed build settings so that Main showed up first. For some reason, the PlayerSet prefab referred to the package version. So I copied it as a new Prefab, ImpressPlayerSet2. I did the same to create ImpressMenu2. What's left to do?
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Dev log Problemmenu doesn't finish initializing, and thus FreeFlightController (spectator mode camera controls) don't initialize. Solution
LogI found out that in UIManager, it was pointing to the old prefab instead of ImpressMenu2. I reassigned ImpressMenu2. But it was the same result. FreeFlightController and ClientSpawnManager wait for the menu to be ready. Doing a breakpoint on UIManager > IsReady reveals that both the SceneManagerExtensions and ModelImportInitializer are alive when they ask for it, so the problem is either in isModelButtonListReady or isSceneButtonListReady. isSceneButtonListReady should be deprecated in KomodoCore, because we are not using any scene switching features at the moment. Thankfully, the KomodoFixes.cs file that is somehow included in the v0.5.4 package has the exact workaround needed. The script, if added to a MonoBehaviour, simply sets isSceneButtonListReady to true in its Start function. |
(Dev Notes) Some odd errors that may be important later. I reran play mode and they went away.
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Dev log Regression
Regression
Regression
Regression
Regression
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Dev log Problem Solution Status |
Dev log Problem Solution Final setup:
Status |
Dev log Problem Solution Status |
Regression
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New Feature Description
Integrate changes from KomodoCore package's main scene into Impress's modified main scene.
How to Test
Action: Refer to Impress manual test plan. (Make one if needed)
Expected Result: All tests pass
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