Udon Link - BocuD/VRBuildHelper GitHub Wiki
Udon Integration
VR Build Helper can write build information to an Udon Behaviour automatically on build. Enabling Udon Link and creating a link behaviour will create a new GameObject with an Udon Link behaviour attached to it.
SetProgramVariable
You can choose to write specific pieces of information to another UdonBehaviour automatically. The build number, branch name and build time are all available to be written. This data will be written on Start().
World Update Detection
World Update Detection will automatically sync and compare the build number of the lowest version in the instance, that being the current instance master. If a desync is detected, events can be fired which can then be used in the world to alert the user, telling them that they should rejoin the world. This is useful when you publish an update for your world, as this can break networking between clients. In some cases the version detection can fail after significantly changing the hierarchy, though the chances of this happening (in my testing) are effectively zero if the Udon Link behaviour is moved to the top of the hierarchy. A timeout event was added as a backup if it still fails however.
Callback mode
The callback mode specifies wether or not you want multiple events of the same type to be fired. If this is set to Single callback, when two players join the world that are both on a newer version, only one remote version mismatch event will be sent.
Networked events
Networked events can be sent either to the master or all players in the instance telling them that they should rejoin. The networked event is handled by the Link Behaviour, so no networked events are actually sent to your specified event behaviour.
Allow Updates
Allow Updates will update the world version number once a new player becomes the master. This should only be enabled if your world supports graceful master transfers. If your world contains complex networking between clients, you probably want to disable this. Disabling this option will prevent the build number from being incremented after the instance is created, essentially marking the instance as dead/broken after a world update.
Print to TextMeshPro
This is a pretty simple function that lets you automatically print build information to any TextMeshPro component.