Phase 6 updates

Phase 6 · Slice 66 ·

Corpus round: eight more projects

  • Added (MIT, pinned): unity-metroidvania, UnityTetris, RedHotSweetPepper, SputnikaGame-GameOff2023, VoxelGame, wi-unity-game, Unity-3D-Pet-Simulator, UiCard. First run: two compiled.
  • What they needed: UnityEngine.Pool (ObjectPool with its callbacks, collection check and max size, LinkedPool, GenericPool, UnsafeGenericPool, CollectionPool, ListPool, HashSetPool, DictionaryPool); Rigidbody2D.Slide with SlideMovement and SlideResults (casts of the body's colliders along the velocity, sliding along surfaces up to surfaceSlideAngle over maxIterations, then gravity down to the surface, sliding on ones steeper than gravitySlipAngle); Collider2D.CreateMesh (outlines triangulated, holes cut, world space or the body's) and GetShapeHash; NavMesh.SetLinkOwner public; Random.RandomRange; Rigidbody.inertiaTensor and inertiaTensorRotation (kept); Rendering.CompareFunction and StencilOp; Camera.depthTextureMode and DepthTextureMode; GraphicsBuffer's kinds (data kept, no compute); Material.SetFloatArray and SetVectorArray (kept: project shaders don't read arrays yet).
  • com.unity.localization is Tassix's own Unity.Localization: Locale assets, string tables and their shared data from the project (found by their Addressables labels, Locale and Locale-code, as the package finds them), LocalizedString (GetLocalizedString with format arguments, StringChanged on subscribing and on locale changes), LocalizeStringEvent (its UnityEvent gets the string), LocalizationSettings (AvailableLocales, SelectedLocale: the system's language if the project has it, else the first; ready at once). Not yet: Smart strings, asset tables, the settings asset's startup selectors.
  • GetComponentsInChildren counts objects by their own active flags up the hierarchy (as Unity does), so it finds a prefab asset's components (they're outside every scene).
  • Checked by pools_slides_and_collider_meshes_work_from_scripts.