Releases: demonixis/TES3Unity
TES3Unity - 1.0.0-pre
Here is the first alpha of all the work done in the past months.
Here are the new features
- New UI elements (journal, quest, menu)
- Save/Load system (not yet compatible with the original one)
- Stated to load NPCs/Creatures
- Improved loading time and speed
- Code cleanup
- Hand are displayed
- New input mapping close the original game
But it's still a world viewer because
- No quests
- No scripts
- No dialogs
Known issues
- Smooth locomotion is bugged on the quest, use teleportation instead
TESUnityXR : Oculus Quest Edition
This is the first version with Oculus Quest compatibility.
It uses the same settings than the Oculus Go, so it's recommanded to increase quality a bit to have a better experience.
- VisibilityDistance: 150
- Shader: Standard or PBR
- RoomScale: True
Mobile VR Preview (Focus + Oculus Go)
This is a pre-release !
Quick changelog
- Oculus Go support (probably GearVR too by injecting a signature file)
- Vive Focus (any WaveVR device)
- Android Touch support (no build provided)
- Dedicated menu with options
- Many optimizations for VR
Installation
Create a folder called TESUnityXR on your SDCard and copy the content of the Data Files folder in it.
Vive Focus (WaveVR) owner
The game will probably not work the first because of permissions issue. On the first start, if you don't have the music, quit the game, launch another game then restart TESUnityXR.
TESUnity XR 0.8
Version 0.8.0 - 03/29/2018
Added
- Initial Teleportation system (still WIP)
Changed
- Improved performances a LOT by exposing three new variables
Fixed
- Builds start in VR directly
- Fixed the UI in VR
You can expect a massive FPS improvement in this build. Three new variables are exposed
- CellRadius = 1
- CellDetailRadius = 3
- CellRadiusOnLoad = 1
Previous values was 4, 3, 2, it indicates how many cells the engine will load around the player. For VR a value of 1 for CellRadius
and 1 for CellRadiusOnLoad
is perfectly fine and allows you to play at 90+ FPS! On desktop you can use a value of 2 for these two variables.
All builds was built for x64 CPUs.
TESUnity XR 0.7
Version 0.7 - 03/27/2018
All builds are for the 64 bit CPUs.
Added
- Lightweight Render Pipeline for better performances
- New exposed variables for more performances
- Use Vulkan as first GFX API on Linux
Changed
- Updated to Unity 2018.1b12
- Improved performances
Known issues
- The Lightweight SRP is pretty new, some materials (especially terrains) are not perfect.
TESUnity XR 0.6
TESUnity 0.5
There is no new feature in this release, however it's dedicated to VR players. The UI and the HUD elements have been optimized.
This version adds the support for the OSVR (Open Source VR) platform, please read the README-VR.md
before trying anything.
Finally for the first time, I have added a Linux build!
Changelot
Added
- OSVR Support
- Other VR SDKs Support (not yet enabled)
- Enhanced VR support for UI and HUD
TESUnity 0.4
This new release adds some exciting experimental features such as weapons, static creatures, books and scrolls!
Changelog
Added
- New flags to enable new features (see readme.md)
- Experimental static creatures support
- Experimental weapon support (with home made animation)
- Books and scrolls support
- Crosshair
- Morrowind cursor
Changes
- Use the same keys binding as Morrowind
Fixes
- Fixed an encoding issue for texts with accents
For VR users
The UI is not well adapted for now. The next update will adds an HUD and a UI. The HUD will displays a crosshair and info texts, while the UI will show everything else.
TESUnity 0.3
This version adds new post effects that allows the game to be beautiful. You have now more control on the viewer with new exposed options in the config.ini file.
Changes
- More parameters in config.ini
- Post Effects: Ambient Occlusion, AntiAliasing, Bloom, UnderWater
- Move in the head direction (VR)
Have fun!
TESUnityVR 0.2
Changes
- You can create a Config.ini file to activate some features (take a look at the README.md)
- New material manager with more Shaders (Standard, Unlit, Bumped Diffuse)
- You can copy your
Data Files
folder in the root folder of the project / release folder and TESUnity will start the game automatically - Fixed the first spawn
About the material update
The game uses the Bumped Diffuse Shader by default because it is the best compromise (performance vs quality). You can try to use the Standard Shader but it's not yet ready. If you want more rendering speed, you can enable the Unlit Shader (no lights, no shadows).
This branch will soon be merged in the main repository.