Changelog - Antoshidza/NSprites GitHub Wiki
Fix add rendering components methods missed
DebugSystem (editor / development build only) which detect missed property-components for sprite renderers and wrong
PropertyPointerChunk composition (if it somehow was setted wrong)
You can use
NSPRITES_DEBUG_SYSTEM_DISABLE to fully disable debug system from compilation if you doesn't need it
Minor internal changes of how
PropertyPointerChunk baked to entity
You can use any blittable component as shader
StructuredBuffer<T> property. Previously only 1-filed component could be used. Update details. Using components as properties details.
Upgraid guide: There is no more PropertyFormat so all your
InstancedPropertyComponent should be used without
PropertyFormat parameter. So for example
[assembly: InstancedPropertyComponent(typeof(SpriteColor), "_color", PropertyFormat.Float4)] becomes
[assembly: InstancedPropertyComponent(typeof(SpriteColor), "_color")]
- You can now also register
Mesh(quad by default as previously) and render
Boundsper render using new
NSpritesExceptionfor better exception analysis
Bug fixes / improvements
Add Window -> Entities -> NSprites window where you can inspect NSprites data. More.
Add baker extension method for adding sprite render components driven by baking system. From now client code can use
this.AddSpriteRenderComponents(int id) from baker code.
Upgrade codebase to 1.0 API. Details.
Upgrade guide: to register renders you should now use
SystemAPI.ManagedAPI.TryGetSingleton<RenderArchetypeStorage>(out var renderArchetypeStorage) instead of accessing directly to system instance like
var renderSystem = World.GetSystem<SpriteRenderingSystem>();
Minor typos / obsolete API / bug fixes + improvements
Release version. From this point package has documentaton on github wiki and also samples.
Last alpha version when package was in deep developement. This version is hardly differ from next versions. It can be only used with entities v0.17 and has no documentation nor samples.