Skip to content
This repository has been archived by the owner on Nov 30, 2020. It is now read-only.

Fixed ReloadBaseTypes being called 2 times when entering play mode #832

Open
wants to merge 37 commits into
base: v2
Choose a base branch
from

Conversation

PierreGac
Copy link

It appears that when entering in playmode, the ReloadBaseTypes() is called 2 times:
instance.ReloadBaseTypes() => when the instance is null a new one will be created. Inside the ctor, at the end, ReloadBaseTypes() is called first. Then called again by the returned instance (instance.ReloadBaseTypes().
This fix will avoid such thing to happen.
The same issue occurs with EditorUtilities.ReloadDecoratorTypes but the previous fix cannot be applied (execution order is unclear)

bgolus and others added 2 commits June 4, 2019 12:18
Fixes an issue with MultiScaleVO showing incorrectly if XR and single pass stereo is enabled for a project, but the current camera not actually doing stereo rendering, like the scene view or when the HMD isn't active, or for "social" camera views.
…mode.

The same thing occurs with EditorUtilities.ReloadDecoratorTypes, but the fix cannot be applied in this context.
Pierre GAC and others added 27 commits September 6, 2019 10:15
…g/tree/patch-1' into v2

# Conflicts:
#	PostProcessing/Runtime/Effects/MultiScaleVO.cs
# Conflicts:
#	PostProcessing/Shaders/Builtins/ScreenSpaceReflections.hlsl

Added .gitattributes from ypapouin@cc0a269
Added pull request Unity-Technologies#854
…cd0d45

=> WARNING: When adding a custom effect, you need to add it to the PostProcessManager
Updated package.json
==> NOTE: Adding all changes by this commit will break the enable/disable behavior on the PostProcessVolume (need investigations)
Added changes from Tspk91@d3a2830
Revert package relative path of includes in shaders (to keep the good old .package approach working)
# Conflicts:
#	PostProcessing/Runtime/PostProcessLayer.cs
Pierre GAC added 8 commits August 23, 2021 15:43
…set) and a "normal" camera rendering on the main screen. The main screen would have artifacts. This have been fixed with the RuntimeUtilities.IsSinglePassStereoEnabledOnCamera method

Added a new MSVO parameter "disableOnVRCameras", that disables the AO calculation for VR camera, since MSVO is not working on them. Saving a tiny amount of CPU time.
=> MSVO needs to be reworked to work with VR
Added other github pull requests / commits
Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants