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BlendShare

1.0.3 Public

BlendShare Changelog

[1.0.3] - 2025/11/03

Fixed

  • GeneratedMeshAssetSO.ApplyMesh: Prevent crash when multiple renderers share the same mesh or GameObject name.
  • GeneratedMeshAssetSO.ApplyMesh: Make mesh assignments fully undo/redo safe in the Editor.
  • GeneratedMeshAssetSO.ApplyMesh: Log an error when multiple renderers share the same name while still applying meshes to all of them.
  • Tooltips: Prevented undefined tooltips from showing. Previously, SF(key + ".tooltip", format) always returned a non-null value, making it impossible to detect missing tooltips.

Added

  • Translated warning messages in Simplified and Traditional Chinese localization files notifying users about edited FBX assets.

[1.0.2] - 2025/10/29

Added

  • New menu accessible from Tools → BlendShare → Check for Update, that checks for and imports the latest BlendShare release from GitHub.

Fixed

  • GameObject field now shows “Missing” instead of “None” when the reference is lost.
  • Prevented the field from being automatically set to null when the referenced GameObject is missing.

Changed

  • Use GameObject name as a fallback when sharedMesh is missing in target GameObject during GeneratedMeshAssetSO mesh assignment.

[1.0.1] - 2025/10/24

Fix

  • Corrected the order of blendshape data application when rebuilding an FBX if the target is a GeneratedMeshAssetSO.
  • Previously, the blendshapes could be applied in the wrong order, causing unexpected results.

[1.0.0] - 2025/10/22

New Features

Advanced Mesh Generator

  • Apply multiple BlendShapeDataSO assets and merge all blendshapes into a single model.

API Updates

  • GeneratedMeshAssetSO CreateMeshAsset(Object targetMeshContainer, IEnumerable<BlendShapeDataSO> blendShapes, string path)
  • bool CreateFbx(GameObject source, IEnumerable<BlendShapeDataSO> blendShapes, string outputPath = null, bool onlyNecessary = false)

Deprecated Methods

  • CreateMeshAsset(List<Mesh>, string)

  • CreateMeshAsset(this BlendShapeDataSO, string, GameObject)

    These methods are deprecated because the naming was confusing. They only save the mesh into an asset and do not create meshes with applied blendshapes.

New Mesh Saving Workflow

  • Use GeneratedMeshAssetSO.SaveMeshesToAsset() to save generated meshes to asset files.

Metadata Improvements in GeneratedMeshAsset

  • Stores the original FBX that provided the mesh.
  • Includes a hash to detect if the original FBX was modified.
  • Tracks all applied BlendShare BlendShapes Data Assets.

Assign Mesh Feature

  • Automatically assigns all meshes in the asset to the target GameObject based on mesh name.

Localization Support

  • English, Japanese, Traditional Chinese, and Simplified Chinese supported.

[0.0.11]

New Features

  • Apply Transform Option

    • Apply Rotation added to handle orientation differences from models exported with different rotation settings.
    • The object’s rotation is applied before calculating blendshape differences to ensure proper alignment.

Fixes

  • Nested FBX Node Issue

    • Fixed a bug where nested FBX nodes could not be found, preventing blendshape extraction.
    • Nested FBX nodes are now correctly detected and processed.

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com.triturbo.blendshare

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