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Fix: issues with rapture gallery #3027
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Windows and Mac build successfull in Unity Cloud! You can find a link to the downloadable artifact below. |
The part about delaying the CanvasInformation message worries me, it could break other existing content What if instead of delaying the message, we repeat it? Is that possible? |
This reverts commit 90827b0.
@nearnshaw |
...er/Assets/DCL/SDKComponents/SceneUI/Systems/UICanvasInformation/UICanvasInformationSystem.cs
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Looks good to me.
This fix was tested on both Windows and Mac. Results:
✅ General Testing in GC (-88, -64):
❌ Known Issues (Scene-Specific):
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🟢 Re-test performed on windows and Mac. Approved by QA. Take into account the pevious comment with the known issues/problems.
What does this PR change?
This relates to this ticket: #2875
This fixes this too: #3039
The issues fixed here are:
Video caching: related to the videos showing a frame of the previous video when we reuse the texture. I fixed this by replacing the reused texture with a black 1x1 texture. This will show that black texture instead of a ghost image of the previous video.
UI in theory this should work correctly, as the scene was using the
PBUiCanvasInformation
to get the canvas size to properly size the UI and retrying several times also.The issue here was that we were calling
UpdateUICanvasInformationComponent
from theInitialize
method, isntead of waiting for the proper ECS loop to do it. This meant that when the time came for the ECS to do it, the conditionif (lastViewportResolutionWidth == Screen.width && lastScreenRealResolutionWidth == Screen.mainWindowDisplayInfo.width)
would be true and we would skip writting the data to the CRDT. Not sure why that call was there, but removing it fixes the issue and causes no apparent problem. It should fix other UI issues we were facing with scenes that expected the data to be there when it wasn't...This also fixes an issue happening when hovering over some buttons that were configured with input type of IA_ANY, upon on pointer enter and exit events we should be sending IA_PRIMARY (according to old renderer implementation) so the scene was not registering properly the hover...
I also fixed a random crash that would happen on the 2nd floor when the scene tried to load a wearable as an emote (?).
...
Please go to the scene in GC (-88,-64) and check that all the videos load correctly (not all pictures are videos, there is one in the first floor next to the elevator and then in the second floor there are several ones). You should see first a black square and then the video should start playing. No ghost frames from the previous videos should be seen.
Also you should see on the bottom right corner a button with a sound icon that enables or disables the sound in the scene.
Please check also that you dont experience any screen tearing (usually fixed by enabling Vsync) and that all the dummy avatars appear dancing or doing stuff correctly in the 1st, 2nd and 3rd floor.
Thank you!!!
Issues NOT fixed here because they are scene side issues that need to be addressed by the creator
Exterior posters: There were posters on the vertical panels outside the building, they're gone now, this is caused by faulty scene code. If you teleport to a nearby parcel and run to the gallery, you will see the posters until you enter it. Then they will disappear.
Disappearing DJ: There is an issue with the scene code that causes the DJ to disappear once you leave the 3rd floor once, so you will only see it the first time you enter the 3rd floor and once you leave it, it will disappear and wont appear again.
Custom Emote: scene emotes have a couple of scene code issues that cause them to break when the user moves right after triggering them, also issues related with timers that are never cleared and keep adding up as the user stays on the scene..