Release Notes

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( ! fix ) ( + add ) ( ~ change )

Supports the latest STABLE, OFFICIAL RELEASE versions of Unity v2019.4+.

Some add-ons/integrations may require newer Unity versions. Tested on Windows, Mac, Linux, Android, iOS, and Universal Windows Platform. WebGL lipsync is only supported when combined with our Amplitude asset.

If upgrading from a previous version, please be mindful of all release notes following your installed version.

Version 2.5.6.150 - 2025-01-25:

Suite:

+ Incorporated latest OneClickBase v2.7.2 into core files.
! LerpEasings: CircleIn/Out no longer produce NaN results.
! Switching to AnimatorController from another controller no longer errors when index is out of bounds for the Animator parameter array.

SALSA:

! Fix instance where duration OFF was not recalculated/updated unless useTimingsOverride or useEasingsOverride were enabled.
! SalsaSettingsConfigurator: value now holds when entering/exiting Run mode.


Version 2.5.5.142 - 2023-06-26:

Eyes:

! DontDestroyOnLoad settings for non-hierarchy calculation gizmos are no longer processed at design-time. Fixes issue (introduced in 2.5.5.135) where official OneClicks were erroring when applied, stating DontDestroyOnLoad cannot be called from Editor script.

Suite:

! Execution order for QueueProcessor (QP), SALSA, SilenceAnalyzer, EmoteR, and Eyes has been applied (in that order) to resolve an issue where jittery animation can occur when an external influence is also influencing (operating on) the same component. QP currently needs to operate first and the remaining modules subsequent to it. This issue is primarily introduced when a OneClick is used, since the QP is added prior to the remaining modules and subsequently executes last in the stack. This resolves the issue and is the least intrusive change; however, we will likely revisit this in the future to better address influence detection and mitigation.

BoneController:

~ Added some gate-keeper code to reduce calculations to determine bone influence detection. Instead of running calcs against all transform properties regardless of detection status, Rotation is first checked (most common), and if no influence is detected then Position, and (likewise) finally Scale. Each property is only checked if enabled in the BoneController component configuration. This is a small processing savings, but we are always looking for improvements.


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