Changelog
[1.9.2] - 04.11.2024
Fixed
- Improperly handled
Disabled
entities. - Improper handling of controller zero length states.
[1.9.1] - 09.10.2024
Added
- Documentation for
ScriptedAnimator.PlayAnimatorState
function. GetStateIndexInControllerLayer
function that can be used to find the state ID forScriptedAnimator.PlayAnimatorState
API.
Changed
- Making
CopyBuffer
andClearBuffer
compute kernels with smaller thread group size (128) to be able to work on low level-mobile GPUs. Large data sizes are handled via multiple dispatches. - The
Skinning
compute kernel now has variations with different workgroup sizes. The correct one is selected depending on hardware capabilities in runtime.
Fixed
- Skinned mesh to rig remap table cache can run out of capacity.
- Incorrect additive layers weight calculation.
- Incorrect blend shape deformation when both skinning and blend shapes are used together.
- Inverse kinematic targets positions were calculated from entity
LocalTransform
components. This leads to one frame position lag for targets that are children of animated bones. Now the actual position is taken from the animation stream in this case. - Indexing animation layers were wrong, if some layers had zero weights.
[1.9.0] - 03.09.2024
Added
- Rukhanka Deformation (skinning) System.
ScriptedAnimator
animator state playback API.
Changed
- Several fixes and improvements were made to the
TwoBoneIK
algorithm. - Skinned mesh blob inspector window with additional data.
Fixed
- Blob assets loaded from the cache were incorrectly registered in the blob database, leading to duplication of blob assets and memory leaks.
- Incorrect Euler to quaternion conversion rotation order.
- Mistakenly removed manual bone stripping mask processing.
EntityCommandBuffer
obsoleteEntityQueryCaptureMode.AtRecord
usage.
[1.8.1] - 31.07.2024
Added
ResetTrigger
API forAnimatorParametersAspect
.
Fixed
- Corrupted animation blob data after scene reload.
- Unknown symbol
FixedStringName
in AnimatorStateQuery documentation page. - Baked animation events has uninitialized
nameHash
member variable.
[1.8.0] - 24.06.2024
Added
- Blend shape support.
- Blend shape sample scene.
ScriptedAnimator
blend tree (1D, and all types of 2D) API.
Fixed
- The
AmplifyShaderEditor
deformation node is now disabled correctly during authoringGameObject
rendering. - Blob cache invalid file characters handling.
- Animation baker persistent memory leaks.
[1.7.1] - 07.06.2024
Fixed
- Fixed compilation errors during standalone builds creation.
[1.7.0] - 06.06.2024
Fixed
- Individual trigger reset for each animator controller layer.
Added
- Ability to work without baked
Animator
. - Baking code rewritten from scratch. With a cleaner and more straightforward approach baking code becomes faster and uses less memory.
- Blob Inspector dialog to review baked blob assets.
- Blob Cache. Opened subscenes baking times are significantly improved.
Animator Override Controller
animations now can be switched in runtime.Avatar Mask
can be toggled in runtime.Scripted Animator
sample scene.
Changed
Avatar Mask
sample scene with runtime mask toggling control.Animator Override Controller
sample scene with runtime animation toggling control.
[1.6.4] - 17.05.2024
Fixed
- 'LockBufferForWrite: Multiple uploads in flight for buffer' error.
- Incorrect error message and assert in
EmitAnimationEventsJob
. - Error in
AnimationStream.Dispose
function in case of invalid stream rig data.
Added
- Ability to completely compile out
DebugDrawer
viaRUKHANKA_NO_DEBUG_DRAWER
script symbol.
[1.6.3] - 16.03.2024
Changed
- Reverting
Entities
dependency to version1.0.16
with appropriate changes. No functionality was affected.
[1.6.2] - 14.03.2024
Fixed
- Animation events edge cases (start and end animation).
- Correcting events for looped animations.
- Exception during renderers bounding box recalculation if skinned mesh renderer root bone property is null.
[1.6.1] - 9.03.2024
Fixed
DebugDrawer
incorrect line renderer in Unity versions newer than 2022.3.17f1.- Authoring object copy for animation sampling is not created if avatar is missing on animator.
[1.6.0] - 7.03.2024
Fixed
- User curves incorrect multiple layers blending.
IK
targets incorrect world pose calculation if the animated entity is not a hierarchy root.
Added
- Animation frustum culling ability.
- Skinned mesh renderer bounding box recalculation ability.
- Sample showcase scene to demonstrate animation culling and bounding box recalculation features.
IsInTransition
utility function ofAnimatorStateQueryAspect
.
Changed
- Updated
Entities
dependency to version1.2.0-pre.6
- Making
DebugDrawer
a client only system.
[1.5.1] - 10.02.2024
Fixed
- Removed empty
DebugDrawer
draw calls in case of no primitive submitted. - Server world missed the animation injection system group.
- Some memory leaks during baking.
Added
- Duplicated bone names checker during baking.
Changed
AnimationStream
bone hierarchy recalculation rework. There is no need forRebuildOutdatedBonePoses
explicit calls anymore. All dependent bones will be recalculated automatically duringGet
calls.AnimationStream
is derived from anIDisposable
interface now, and disposal is required after its usage.
[1.5.0] - 01.02.2024
Fixed
- The
BoneTransform.Inverse
function worked incorrectly with respect to scale. - User curves were parsed incorrectly in humanoid animation clips.
Added
- Animation modification injection point represented by
RukhankaAnimationInjectionSystemGroup
. AnimationStream
structure to simplify working with animation data.- Several inverse kinematics algorithms:
- Aim.
- Override transform.
- Forward And Backward Reaching Inverse Kinematics (FABRIK).
- Two Bone.
- Animation events.
- Animator controller events.
- The debug bone renderer was extended to be able to draw various primitive geometry (lines, triangles, cones, cubes, etc.) and moved to separate
DebugDrawer
assembly. It is independent from other Rukhanka assemblies and can be used as a standalone library. - Two new samples: Events and IK.
Changed
- The package's internal name has been changed to
com.rukhanka.animation
. - Bone stripping functionality has an additional
Automatic
mode now. - The
RukhankaDebugConfiguration
new options to log all animation and animator controller events. - Multiple bone visualization systems can run. This is useful to display skeletons in multiple worlds (particularly when using NetCode).
[1.4.2] - 15.12.2023
Fixed
- The last syncpoint of
AnimationProcessSystem
job has been removed by moving all frame initialization code into a separate job. - Fixed incorrect excessive internal hash map capacity setting.
- Fixed memory leaks during blob creation in several baking systems.
- Internal perfect hash tables gain better validation. This change fixes rare creation errors from valid data.
- Correct handling of inexistent conditions during state machine baking.
- Fixed enter transition->exit transition sequence that appeared in one frame.
- Fixed warning of implicit usage of
ToNativeArray()
call. - The transition offset were measured in normalized time. It is correctly in seconds now.
Added
- Sub-state machine transitions was implemented.
Changed
- Animator parameter usage documentation has been changed to emphasize
AnimatorParametersAspect
as the preferred runtime interface to parameters data.
[1.4.1] - 06.10.2023
Changed
- All runtime systems
TempJob
allocations was changed toWorldUpdateAllocator
. - Code cleanup with more extensive
SystemAPI
usage. - Moving shared utility code into separate
Rukhanka.Toolbox
assembly.
Fixed
- Incorrect root bone indexing for humanoid rigs.
- Incorrect non-root motion of humanoid rig hips.
[1.4.0] - 28.09.2023
Fixed
- Several memory leaks during baking and runtime.
- Incorrect additive animation calculation for humanoid animations.
Added
- Two new sample scenes:
Ragdoll
andSimple Physics
. - Animation keyframe binary search was implemented.
- Rukhanka can now work with unparented bone entities. This allows to properly handle physics body bone attachments.
- Unneeded bone entity stripping functionality. Refer to documentation for the detailed description.
- Internal bone animation data is now exposed as a
RuntimeAnimationData
singleton. - Full root motion support for
Humanoid
andGeneric
rigs. All root motion animation configuration parameters are supported. - Rukhanka now requires
UNITY_BURST_EXPERIMENTAL_ATOMIC_INTRINSICS
script compilation symbol. It will be added to project scripting define symbols automatically if not present.
Changed
- Updated Entities dependency to version 1.0.16.
- Removed synchronization point related to
AnimationToProcess
buffer filling. - Removed synchronization point related to root motion delta states processing.
- The animation process system is split into two distinct parts: animation calculation and animation application. This allows to injection of animation results post-processing and modifications (for example IK) functionality.
- Runtime created bone-name-to-index hash map was removed. It has been replaced with a blob perfect hash map created during baking time.
- Samples were moved to the samples tab of package properties. There are shared HDRP/URP sample scenes now. Materials and scene properties will adapt to the current renderer pipeline automatically.
- Animation controller layer weight is a runtime property of AnimatorControllerLayerComponent now.
[1.3.1] - 11.08.2023
Fixed
- Fixed compilation errors during standalone builds creation.
[1.3.0] - 10.08.2023
Added
- Humanoid-type support for models and animations.
- Humanoid avatar mask support.
- Humanoid avatars and animations sample scene.
Changed
- The rig definition authoring script now contains zero configuration fields. The avatar mask used for rig definition is not needed anymore. All required information Rukhanka reads from
Unity Avatar
. This is a breaking change. Please carefully read the upgrade process.
Fixed
AnimatorControllerParameterComponent
buffer did not replicate with NetCode.
[1.2.1] - 20.06.2023
Fixed
- Fixed compilation errors during standalone builds creation.
[1.2.0] - 14.06.2023
Added
- Compute deformation node for
Amplify Shader Editor
. Now it is possible to makeEntities.Graphics
deformation-compatible shaders with this tool. - Trigger set API for
AnimatorParametersAspect
. - The animator parameter access performance tests.
- Own entity command buffer system for optimizing ECB usage after
AnimationControllerSystem
. AnimatorStateQuery
aspect for access to runtime animator data.
Changed
- Animator parameter internal hash code representation was moved from
Hash128
to uint. This leads to a smallerAnimatorControllerParameterComponent
size and better chunk utilization.
Fixed
- The state machine states without an assigned motion field had incorrect weight calculations.
- Exit and enter transition events that happened in the same frame lead to one incorrectly processed frame. This was clearly observable with transitions from/to "no-motion" states.
- Trigger parameters were reset even if the transition cumulative condition (all conditions must be true) is not met.
- Entering through the sub-state machine's
Enter
state was handled incorrectly. - Exiting from nested sub-state machines using the
Exit
state was handled incorrectly. - Multiple transitions from the
Enter
state machine state were handled incorrectly.
[1.1.0] - 30.05.2023
Added
Unity Netcode for Entities
package support. Animations and controllers can be synchronized using interpolated and predicted modes.- New
Netcode Demo
sample with Rukhanka andNetcode for Entities
collaboration showcase. - Animator parameter aspect to simplify animator controller parameter data manipulation.
Changed
- Minimum
Entities
andEntities.Graphics
packages version is 1.0.10.
Fixed
- State machine transitions with exit time 0 were handled incorrectly.
- Transitions with exit time 1 are looped contrary to Unity documentation. Rukhanka behavior changed to match
Mecanim
in this aspect. - Various deprecated API usage warnings.
[1.0.3] - 06.05.2023
Added
- Adding authoring Unity.Animator and all used Unity.Animation in the baker dependency list.
- Extended animator controller logging with RUKHANKA_DEBUG_INFO which displays all states parameters and transitions of baked state machines.
Fixed
- Incorrect handling of very small transition exit time during state loops.
- Preventing NANs (division by zero) when transition duration is zero.
- Memory allocation error in PerfectHash tests.
- Controller parameters order in authoring animator does not coincide with generated
AnimatorControllerParameter
buffer. - Empty animations to process buffer were handled incorrectly.
- Exit states of state machines are now handled properly.
- Animator state
Cycle Offset
treated as animation normalized time offset as inUnity.Animator
.
[1.0.2] - 28.03.2023
Fixed
- Entities 1.0.0-pre.65 and Entities.Graphics 1.0.0-pre.65 support.
[1.0.1] - 19.02.2023
Added
- IEnableableComponent interface for AnimatorControllerLayerComponent and RigDefinitionComponent.
- Decsription of main Rukhanka entity components.
Changed
Crowd
andStress Test
samples now have control for skeleton visualization enabling (with RUKHANKA_DEBUG_INFO defined).Crowd
andStress Test
samples now show total number of animated bones in scene.
Fixed
- Incorrect handling handling of uniform scale in animations.