Releases: mfdeveloper/Vibration
[Refactor] Automation script: Create 'Samples~' dir only if doesn't exists
Change automation script to create Samples~
dir only if doesn't exists, but always copy the content of regular Samples
dir
CHANGED
- Refactor
renameInvalidDirs()
function in.github/scripts/functions.sh
, in order to copy the content of regular "Samples" dir properly
Full Changelog: 0.1.9...0.1.10
[Chore] Added missing .meta file to a corresponding .jpg
Added missing .meta
file
ADDED
- Missing
.meta
file to corresponding new.jpg
file
CHANGED
.gitignore
file in order to exclude copied folders and files from a automation script
Full Changelog: 0.1.8...0.1.9
[Docs] Added Github package installation token requirement
Updated/Added README.md
files
ADDED
- Added a
README.md
file toPackages/com.benoitfreslon.vibration/Runtime/Scripts/Mobile
folder, in order to describe the purpose of that folder.
CHANGED
- Updated
README.md
with additional information regardingGITHUB_TOKEN
requirement to download/install Github packages
Full Changelog: 0.1.7...0.1.8
[Fix] Fixed Windows Standalone builds #if UNITY_EDITOR errors
[Fix] Fixed Windows Standalone builds #if UNITY_EDITOR
errors scripts bytes differences.
That's happened because of wrap serialized fields into #if/#endif directives. That's cause bytes differences of script files when generate a build
Also:
CHANGED
- Refactoring in order to add a new method
InitComponents()
to be called fromVibrationComponent.Start()
Unity event.
[Chore] Ignore package-lock.json.meta file
Ignored file package-lock.json.meta
to avoid Unity Editor warnings. That file was published to remote repositories (Github Packages and OpenUPM), but the package-lock.json
is unpublished by default when npm publish
is called.
[Chore] Fixed missing .meta files
Fixed missing Screenshots.meta
and package-lock.json.meta
files, to avoid Unity Editor console errors.
Also:
CHANGED
- Refactoring in
renameInvalidDirs()
of.github/scripts/functions.sh
script, in order to try avoid Permission Denied error when rename dirSamples
to =>Samples~
. This directory could have several others children directories inside! - Refactoring in
localPublish()
of.github/scripts/functions.sh
script to install dev dependencies of a UPM packageWARNING: For now, you must delete the
{ dependencies: { } }
key frompackage.json
of a package. This is because a regularnpm install
can't install Unity packages dependencies.
[Docs] Updated README with Images/Screenshots folder
Updated README.md
documentation file with the new folder Images/Screenshots
that should contains any Unity images
Also:
ADDED
- A new function
fetchPackages()
to.github/scripts/functions.sh
that list all packages under./Packages
folderPS: This is a first version of this script function. Need more implementations, such as: copy and rename files per package, generate distinct
[upm]
branches for each package, etc... - Added
Custom.gitgnore
section to.gitignore
file, with project/package specific ignore rules
[OpenUPM/Github Packages] Fix npm prepublishOnly script error
Fixed OpenUpm: Build pipeline for version 0.1.1
that shows an error when try run the pipeline job: Publish to OpenUPM
TIP: This release
0.1.3
is just a replacement of0.1.2
because the OpenUPM pipeline for publishing failed. But In essence, the tags are almost the "same".
The fix consists in rewrite the file .env
on [upm]
branch to REPOSITORY_ROOT=.
only from Github Actions CI, and bypass the prepublishOnly
script. This one is required only for manually publishing from a local repo (development environment)
Build pipelines summary from: https://openupm.com/packages/com.benoitfreslon.vibration
Build pipeline failure.
ADDED
- Added new function
fixEnvFile()
to.github/scripts/functions.sh
shell script, in order to rewrite the root.env
file - Added new function
checkPkgRoot()
to verify and define the$PKG_ROOT
environment variable
CHANGED
- Renamed environment variables names to UPPER CASE on
.github/workflows/main.yml
- Added
.env
files, in order to define where is the REPOSITORY_ROOT.PS: This is important because, in a embedded package branch (
[upm-package-embedded]
) with a Unity project, usually the root doesn't contains the UPM package files. - Updated README.md with
npm scripts
andnode
installation documentation
[OpenUPM/Github Packages] Fix npm prepublishOnly script error
Fixed OpenUpm: Build pipeline for version 0.1.1
that shows an error when try run the pipeline job: Publish to OpenUPM
The fix consists in rewrite the file .env
on [upm]
branch to REPOSITORY_ROOT=.
only from Github Actions CI, and bypass the prepublishOnly
script. This one is required only for manually publishing from a local repo (development environment)
Build pipelines summary from: https://openupm.com/packages/com.benoitfreslon.vibration
Build pipeline failure.
ADDED
- Added new function
fixEnvFile()
to.github/scripts/functions.sh
shell script, in order to rewrite the root.env
file - Added new function
checkPkgRoot()
to verify and define the$PKG_ROOT
environment variable
CHANGED
- Renamed environment variables names to UPPER CASE on
.github/workflows/main.yml
- Added
.env
files, in order to define where is the REPOSITORY_ROOT.PS: This is important because, in a embedded package branch (
[upm-package-embedded]
) with a Unity project, usually the root doesn't contains the UPM package files. - Updated README.md with
npm scripts
andnode
installation documentation
[UPM] Package embedded structure
UPM embedded project structure for testing and play sample scenes.
Additionally, were did some refactorings and new implementations (specially for Android
and WebGL
)
[VSCode]
- Migrate to use the new extension "visualstudiotoolsforunity.vstuc"
- Added a default Unity editor debug configuration to
.vscode/launch.json
[WebGL]
- Refactoring to a more "vanilla" Javascript approach using a
Vibration
singleton class - Added
IsVibrateSupported()
method to main.jslib
- Added
repeat
parameter toVibrateWithPattern()
method on main.jslib
- Added a package.json file to the root embedded Unity project, to run and test WebGL builds
[Android]
- Added a generic static C# class for
AndroidBuild
to get Android API level
[Unity/C#]
- Refactorings to better accomplish the scene example script
VibrationExample.cs
- Added Editor unit tests in order to test
MobileTimeUnit.cs
class - Refactoring on
Samples/VibrationExample
to consider use WebGL implementations as well