2.0.0 #40
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starikcetin
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2.0.0
#40
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Compare: 1.5.0...2.0.0
Thanks to @GabLeRoux (#37) for their contribution.
[2.0.0] - 2023-02-26
We renamed some of our internal serialized fields. Since we utilize
FormerlySerializedAs
, you will not lose any data. However, due to these changes, Unity will re-serialize yourSceneReference
s as you save your scenes and prefabs. Please commit these re-serialization changes as you see fit, otherwise they will keep appearing until you do so.Breaking Changes
SceneReference
now validate their arguments and throw exceptions of typeSceneReferenceCreationException
if they are invalid. Note that the default constructor always creates an empty instance, but it never throws.SceneReference(string sceneAssetGuidHex)
toSceneReference(string guid)
.SceneReference.AssetGuidHex
toSceneReference.Guid
.SceneReference.FromScenePath(string scenePath)
toSceneReference.FromScenePath(string path)
.Added
SceneReference
now supports custom XML serialization viaSystem.Xml
.SceneGuidToPathMapProvider
now also provides a path to GUID map, which is inversely equivalent to the already existing GUID to path map.SceneReferenceCreationException
: Thrown when something goes wrong during the creation of aSceneReference
.Changed
SceneReference
now implements serialization interfaces explicitly. This means serialization implementations are no longer exposed aspublic
.SceneReference
serialization implementations are nowvirtual
. This means child classes can override custom serialization behaviours.SceneReference.sceneAsset
toSceneReference.asset
SceneReference.sceneAssetGuidHex
toSceneReference.guid
Fixed
SceneReference
instances.SceneReference
default constructor now initailizes with an all-zero GUID as intended.SceneReference
custom serialization implementations now guard against null or whitespace GUIDs.InvalidOperationException: Stack empty.
after inline scene-in-build utility pop-up.This discussion was created from the release 2.0.0.
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