Releases: mfdeveloper/Vibration
[Refactor] Decrease to JDK 11 on Android Studio native project
Use JDK 11 instead of 17 on Android Studio native project (Kotlin plugin). This was important in order to simulate the truly compatible version with Unity 2022.3.x
Also, did some additional changes
CHANGED
- Update Unity Editor to 2022.3.56f1
- Replace
Samplesby~Samplesfolder underPackages/com.benoitfreslon.vibrationin order to import it from Unity Package Manager window - Fix
Runtime.metafile git conflicts
Full Changelog: 0.1.10...0.1.11
[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
.metafile to corresponding new.jpgfile
CHANGED
.gitignorefile 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.mdfile toPackages/com.benoitfreslon.vibration/Runtime/Scripts/Mobilefolder, in order to describe the purpose of that folder.
CHANGED
- Updated
README.mdwith additional information regardingGITHUB_TOKENrequirement 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 That file was published to remote repositories (Github Packages and OpenUPM), but the package-lock.json is unpublished by default when npm publish is called.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.shscript, in order to try avoid Permission Denied error when rename dirSamplesto =>Samples~. This directory could have several others children directories inside! - Refactoring in
localPublish()of.github/scripts/functions.shscript to install dev dependencies of a UPM packageWARNING: For now, you must delete the
{ dependencies: { } }key frompackage.jsonof a package. This is because a regularnpm installcan'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.shthat list all packages under./PackagesfolderPS: 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.gitgnoresection to.gitignorefile, 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
0.1.3is just a replacement of0.1.2because 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.shshell script, in order to rewrite the root.envfile - Added new function
checkPkgRoot()to verify and define the$PKG_ROOTenvironment variable
CHANGED
- Renamed environment variables names to UPPER CASE on
.github/workflows/main.yml - Added
.envfiles, in order to define where is the REPOSITORY_ROOT.PS: This is important because, in a embedded package branch (
[upm-package-embedded]) with a Unity project, usually the root doesn't contains the UPM package files. - Updated README.md with
npm scriptsandnodeinstallation documentation
[OpenUPM/Github Packages] Fix npm prepublishOnly script error
Fixed OpenUpm: Build pipeline for version 0.1.1 that shows an error when try run the pipeline job: Publish to OpenUPM
The fix consists in rewrite the file .env on [upm] branch to REPOSITORY_ROOT=. only from Github Actions CI, and bypass the prepublishOnly script. This one is required only for manually publishing from a local repo (development environment)
Build pipelines summary from: https://openupm.com/packages/com.benoitfreslon.vibration
Build pipeline failure.
ADDED
- Added new function
fixEnvFile()to.github/scripts/functions.shshell script, in order to rewrite the root.envfile - Added new function
checkPkgRoot()to verify and define the$PKG_ROOTenvironment variable
CHANGED
- Renamed environment variables names to UPPER CASE on
.github/workflows/main.yml - Added
.envfiles, 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 scriptsandnodeinstallation documentation

