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chore(release): set version to 2.9.0 [skip ci]
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## [2.9.0](v2.8.0...v2.9.0) (2023-03-28)

#### Features

* **Extension:** provide alternative method for isActiveAndEnabled ([2abbbf4](2abbbf4))
  > It would seem that the behaviour.isActiveAndEnabled property does not always return what is expected. If a GameObject is active and the behaviour is enabled then isActiveAndEnabled can still return false whilst in the OnEnable state.
  >
  > It would seem that isActiveAndEnabled does not return true until all of the relevant initial Unity moments have passed for an Object.
  >
  > To counter this, a new BehaviourExtension has been added called `CheckIsActiveAndEnabled()` that will do an absolute check on the GameObject active state and the behaviour enabled state.
  >
  > If the old isActiveAndEnabled check is still required then it can be switched to by a scripting define symbol of:
  >
  > `ZINNIA_USE_ISACTIVEANDENABLED`
  >
  > All of the relevant files that use `isActiveAndEnabled` have now been updated to use the new `CheckIsActiveAndEnabled()` extension method.
* **Tracking:** use current property value to set passthrough mode ([d20e1ca](d20e1ca))
  > The new SetPassThrough method will simply call the relevant passthrough method based on the current PassThroughCameraEnabled value.
  >
  > This is useful if the passthrough camera has turned off due to application pause and needs returning back on when the app is unpaused.
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ExtendReality-Bot committed Mar 28, 2023
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21 changes: 21 additions & 0 deletions CHANGELOG.md
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# Changelog

## [2.9.0](https://github.com/ExtendRealityLtd/Zinnia.Unity/compare/v2.8.0...v2.9.0) (2023-03-28)

#### Features

* **Extension:** provide alternative method for isActiveAndEnabled ([2abbbf4](https://github.com/ExtendRealityLtd/Zinnia.Unity/commit/2abbbf4dd6fdddbf58f2cfef5c889d8f510e569c))
> It would seem that the behaviour.isActiveAndEnabled property does not always return what is expected. If a GameObject is active and the behaviour is enabled then isActiveAndEnabled can still return false whilst in the OnEnable state.
>
> It would seem that isActiveAndEnabled does not return true until all of the relevant initial Unity moments have passed for an Object.
>
> To counter this, a new BehaviourExtension has been added called `CheckIsActiveAndEnabled()` that will do an absolute check on the GameObject active state and the behaviour enabled state.
>
> If the old isActiveAndEnabled check is still required then it can be switched to by a scripting define symbol of:
>
> `ZINNIA_USE_ISACTIVEANDENABLED`
>
> All of the relevant files that use `isActiveAndEnabled` have now been updated to use the new `CheckIsActiveAndEnabled()` extension method.
* **Tracking:** use current property value to set passthrough mode ([d20e1ca](https://github.com/ExtendRealityLtd/Zinnia.Unity/commit/d20e1cad23634fa69bed80e7774abdec45b7af18))
> The new SetPassThrough method will simply call the relevant passthrough method based on the current PassThroughCameraEnabled value.
>
> This is useful if the passthrough camera has turned off due to application pause and needs returning back on when the app is unpaused.
## [2.8.0](https://github.com/ExtendRealityLtd/Zinnia.Unity/compare/v2.7.2...v2.8.0) (2023-03-21)

#### Features
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2 changes: 1 addition & 1 deletion package.json
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"name": "io.extendreality.zinnia.unity",
"displayName": "Zinnia.Unity",
"description": "A collection of design patterns for the Unity software that can be beneficial in (but not limited to) spatial computing development.",
"version": "2.8.0",
"version": "2.9.0",
"unity": "2018.3",
"unityRelease": "10f1",
"keywords": [
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