1.2
- Camera offset vector behaviour has been improved and instead of just switching sides when it's colliding, it will smoothly realign to the center. Furthermore, it will try to lerp smoothly in almost every situation unless the camera will collide with something.
- converted asset to a package. (when there are problems remove the old dots-tpc asset folder)
- samples can be found now in the package manager (navigate to the dots-tpc package)
1.1
- Added "SphericalWorld" demoscene
- Added Netcode support (for more info read the new Netcode section in the documentation)
- TPC now supports an arbitrary up vector making it possible to use it for moving around on spherical worlds.
- Added new UnityTimeSystem to handle different time scales. Disable with TPC_DISABLE_TIME
- Option to disable lerping zoom in/out and instead instantly readjust the camera. Set "Occluded Zoom In Speed" or "Unoccluded Zoom Out Speed" to 0.
- Fixed a bug in thickness check when the vertical angle was very high.
- Removed FloorNormalUp option, target Up will be used instead.
- Removed obsolete
KinematicCharacterVariableUpdateGroup
1.0.1
- instead of using LocalTransform, LocalToWorld is used now which solves jittery movement for interpolated entities and NetCode.
- TPC doesn't require a target anymore on startup. The quickest way to bind a target during runtime is with:
ref var cameraTarget = ref SystemAPI.GetSingletonRW<TPC_CameraTarget>().ValueRW;
cameraTarget.Target = targetEntity;
- TPC runs in PresentationGroup now.
- split ForceDirection feature into it's own system, running in SimulationGroup.
1.0.0
initial release