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For example, PolySpatialTouchscreen is now TouchscreenPolySpatial.\n- Changed the Play To Device window menu path to `Window > Play To Device > Play To Device`.\n- Set the `Progressive Texture Streaming` PolySpatial setting to enabled by default. The setting will only be applied when connected to a remote host.\n- Colliders are now created for all non-text Graphic subclasses (including, for example, custom Image subclasses).\n- We no longer provide code in this package as a precompiled .NET DLL.  This should help when core Unity makes an API change, the API updater should now be able to apply updates as needed.\n- PolySpatial now cleans itself up on quit.\n\n### Fixed\n- Fixed Play to Device keyboard input to forward TEXT events as well as STAT.\n- Fixed Samples text layout issue with Input Debug sample.\n- Fixed the `Enable For All Platforms` option in the `Selected Validation Type` settings.\n- Fixed failure to transfer all mipmaps for RenderTextures over Play to Device.\n- Fixed failure to transfer externally-created textures over Play to Device.\n- Fixed exception on Windows caused by using R8G8B8_SRGB textures.\n- Fixed a few small native memory leaks that weren't previously cleaned up when PolySpatial terminates.\n- Fixed `Trying to set shader on a Material Variant.` error when using material variants with animations or material property blocks."},"unity":"6000.3","samples":[{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"unityRelease":"0f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@3.1/manual/index.html","name":"com.unity.polyspatial","version":"3.1.0","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. 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Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"2.0.0","com.unity.transport":"2.4.0","com.unity.collections":"2.4.3","com.unity.inputsystem":"1.10.0","com.unity.shadergraph":"17.0.3","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"d00108df38401a6a195ba00ebc210e9767eef3cb","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-2.3.1.tgz"}},"1.3.13":{"_upm":{"changelog":"### Fixed\n- Fixed NullReferenceExceptions that are thrown in the SwiftUI sample scene when clicking the Toggle Window button."},"unity":"2022.3","samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. 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Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"1.2.3","com.unity.inputsystem":"1.4.4","com.unity.shadergraph":"14.0.1","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"a353a8da7d60b87540f1d3a4da72cce7841f688f","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-1.3.13.tgz"}},"1.3.12":{"_upm":{"changelog":"### Fixed\n- Fixed compiler error when switching to a platform that does not support editor Analytics.\n- Updated `UNITY_INCLUDE_XRI` version define to require XRI 3 instead of 2.5.2. This fixes compile errors that can occur if you import XRI 2.x into your project along with the samples."},"unity":"2022.3","samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"unityRelease":"19f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@1.3/manual/index.html","name":"com.unity.polyspatial","version":"1.3.12","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"1.2.3","com.unity.inputsystem":"1.4.4","com.unity.shadergraph":"14.0.1","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"c07d14ebeb2748d0dd6a273aa62ba84e257fa4fd","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-1.3.12.tgz"}},"2.2.4":{"unity":"6000.0","samples":[{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"},{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View.","displayName":"Play to Device Input Settings"}],"unityRelease":"22f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@2.2/manual/index.html","name":"com.unity.polyspatial","version":"2.2.4","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"2.0.0","com.unity.collections":"2.4.3","com.unity.inputsystem":"1.10.0","com.unity.shadergraph":"17.0.3","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"1cbd4eff27759a98507fcf197805e0f05cbf7844","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-2.2.4.tgz"}},"1.3.11":{"_upm":{"changelog":"### Added\n\n### Changed\n\n### Deprecated\n\n### Removed\n\n### Fixed\n- Bypass reading boot config for Android and disable PolySpatial on Android.\n- Fixed bakeToMesh/bakeToTexture billboarded particle systems not facing camera when rendered within a rotated volume camera.\n- Fixed issue where changing a mesh on a SkinnedMeshRenderer didn't properly unregister the old mesh from the renderer for mesh notifications, and any changes to the old mesh could cause unnecessary SkinnedMeshRenderer processing.\n- Fixed issue where disabled volume cameras were not being tracked properly, causing an error message to be logged.\n\n### Security"},"unity":"2022.3","samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"unityRelease":"19f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@1.3/manual/index.html","name":"com.unity.polyspatial","version":"1.3.11","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"1.2.3","com.unity.inputsystem":"1.4.4","com.unity.shadergraph":"14.0.1","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"c8c450b941bca9174138352f54bc95f93c05913f","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-1.3.11.tgz"}},"2.1.2":{"_upm":{"changelog":"### Added\n- Added limited support for the `Allow Material Override` setting in shader graphs.\n- Added support for the `Cast Shadows` setting in `Universal` shader graph targets.\n- Added `PolySpatial Lighting Data Extension`, which provides a more user-friendly (than `PolySpatial Lighting Node`) way to include PolySpatial lighting behavior.\n\n### Changed\n- Removed Android exclustion from asmdef files.\n- In the WindowStateChanged event, OutputDimensions now reflects the actual size of the volume in visionOS, and ContentDimensions reflects the actual content scale with respect to Unity.\n- Improve performance of scenes with many disabled skinned mesh renderers.\n- Improved performance around PolySpatialSetting ExtraDebugInformation - it should have better performance in scenes with many disabled objects and with objects that are modified frequently.\n\n### Deprecated\n\n### Removed\n\n### Fixed\n- Disable polyspatial in boot config for Android.\n- Fixed errors/warnings that occured when reentering play mode without reloading domain.\n- Fixed an error that occurred when deactivating and reactivating a GameObject containing a SkinnedMeshRenderer with blend shapes.\n- Fixed bakeToMesh/bakeToTexture billboarded particle systems not facing camera when rendered within a rotated volume camera.\n- Fixed issue where a single pinch could control both SpatialPointerDevice input devices.\n- Fixed a bug with the Mixed Reality samples scene that could disable hand joints while running over Play To Device and then never turn them back on again.\n\n### Security"},"unity":"6000.0","samples":[{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"},{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View.","displayName":"Play to Device Input Settings"}],"unityRelease":"22f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@2.1/manual/index.html","name":"com.unity.polyspatial","version":"2.1.2","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"2.0.0","com.unity.collections":"2.4.3","com.unity.inputsystem":"1.10.0","com.unity.shadergraph":"17.0.3","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"9f51891aee52f444b55fd1ee77b999f1144e9a62","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-2.1.2.tgz"}},"1.1.7":{"_upm":{"changelog":"### Added\n\n### Changed\n\n### Deprecated\n\n### Removed\n\n### Fixed\n\n### Security"},"unity":"2022.3","samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"unityRelease":"19f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@1.1/manual/index.html","name":"com.unity.polyspatial","version":"1.1.7","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"2.1.4","com.unity.inputsystem":"1.4.4","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0","com.unity.render-pipelines.universal":"14.0.1"},"dist":{"shasum":"09f832abbd4740d2c8d65848e91ea03e201f034f","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-1.1.7.tgz"}},"2.0.4":{"_upm":{"changelog":"### Changed\n- The `renderers` property of `VisionOSSortingGroup` has been changed from a `List` to and `ObservableList`. Changes to the list are now detected automatically instead of requiring manual reassignment of the property.\n- Changed `PolySpatialSettings.instance`/`PolySpatialUserSettings.instance` to Pascal case (`PolySpatialSettings.Instance`/`PolySpatialUserSettings.Instance`).\n- Updated properties and fields of `VisionOSBillboard`, `VisionOSSortingGroup`, and `VisionOSVideoComponent` that were using camelCase to PascalCase, the standard for public properties under the Unity namespace.\n- The `OnWindowEvent` and `OnViewpointChanged` events on `VolumeCamera` have been renamed to `WindowStateChanged` and `ViewpointChanged` to align with Unity event naming.\n- Exclude Android from runtime asmdef's.\n- Update minimum Editor version to 6000.0.22f1.\n\n### Fixed\n- Fix for running unit tests without URP installed.\n- Fixed \"Unsupported target type\" warning for shader graph conversion for HDRP/when URP not installed.\n- Added built-in targets to particle bake-to-texture shader graphs.\n- Fixed error logged on import: `A new PolySpatialSettings asset was initialized when its asset already exists. Was PolySpatialSettings.instance used by an asset importer?`\n- Fixed behavior of SwiftUI sample to correctly handle closed window.\n- Fixed \"Assertion failed on expression: '!GetMainEditorWindow()'\" that shows up in batchmode.\n- Fixed BakeToTexture particles showing an unexpected mesh momentarily on play in editor play mode.\n- Fixed condition in which BakeToTexture particles would be culled unintentionally in editor play mode.\n- Fixed \"Asset destroyed while still referenced\" warning for bake-to-texture particles.\n- Fixed error logged when connecting to Play to Device: `Stack traces not supported for logs triggered off the main thread.`\n- Fixed KeyNotFoundException caused by disabled LineRenderers in active GameObjects.\n- Improved performance when using shader graphs that use PolySpatial Lighting/PolySpatial Volume to World nodes when volume camera is transformed (and fixed the nodes' behavior with multiple volumes).\n- The Play to Device app's connection menu will update when the IP address of the device changes.\n- The supporting backing camera for BakeToMesh particles will only be created if particles exist in the scene.\n- The `ViewpointChanged` event is now listed in the events tab of the `VolumeCamera` Inspector."},"unity":"6000.0","upmCi":{"footprint":"a0a8e45b3131d720ec4bca6e5dc3ed6eb372ef6d"},"samples":[{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"},{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View.","displayName":"Play to Device Input Settings"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"f1ff4502685c7c85fb07a1997f1cd553ba4dcbe6"},"unityRelease":"22f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@2.0/manual/index.html","name":"com.unity.polyspatial","version":"2.0.4","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"2.0.0","com.unity.collections":"2.4.3","com.unity.inputsystem":"1.10.0","com.unity.shadergraph":"17.0.3","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.2.1","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"46f43536abb97d8a2fc7f041915b029a9da41e5e","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-2.0.4.tgz"}},"1.3.9":{"upm":{"changelog":""},"_upm":{"changelog":"### Added\n- Persona feed on visionOS is now accessible via WebCamTexture after fixing a KeyNotFoundException (will require Unity 2022.3.41f1+).\n\n### Changed\n- Accept \"Sprite Unlit\" as a material type in URP targets for shader graph conversion.\n- VisionOS Sorting Group, VisionOS Image Based Light Receiver, and VisionOS Grounding Shadow components will now apply to particle systems.\n- Cleaned up some uses of \"Resource\" folders within the package, which will slightly decrease your build size.\n- Downgraded our com.unity.collections package dependencey from 2.1.4 to 1.2.3 so our packages could be a discoverable package in Unity version 2022.3.x.\n\n### Removed\n- Most of our test assemblies for this package have been moved out of the package.  Only the isolation tests will remain that can run from a blank project.\n\n### Fixed\n- Wrap all MonoPInvokeCallback methods in try/catch to avoid potential crashes in player builds.\n- Fixed MaterialSwapSet not being applied to materials that utilize material property blocks or particle systems.\n- Fixed \"Failed to upload NativeTexture\" error when transferring RenderTextures over Play to Device.\n- Fixed incorrect input name in Baked GI shader graph node for Unity 2022.3.24f1+.\n- Fixed failure to transfer RenderTextures in their native formats (e.g., RGBAHalf) over Play to Device.\n- Fixed issue where VisionOSVideoComponents would stop playing after switching from a bounded to an unbounded window configuration (or app would crash if a video was playing when switching window configurations).\n- Fixed issue with RenderTexture mipmaps being auto-generated when autoGenerateMips was false.\n- Fix for running unit tests without URP installed.\n- Fixed \"Unsupported target type\" warning for shader graph conversion for HDRP/when URP not installed.\n- Added built-in targets to particle bake-to-texture shader graphs.\n- Fixed error logged on import: `A new PolySpatialSettings asset was initialized when its asset already exists. Was PolySpatialSettings.instance used by an asset importer?`\n- Disabling a camera component will result in the camera being deleted in the Unity backend, matching the behavior for disabling other component types.\n- Fixed \"Assertion failed on expression: '!GetMainEditorWindow()'\" that shows up in batchmode.\n- Disabling a collider component will result in the collider being disabled in the Unity backend.\n- Fixed issues with synchronizing entities with multiple colliders."},"unity":"2022.3","upmCi":{"footprint":"da55f0b11335ba24f863c7e59a7b0b0dc4b5ce65"},"samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"579174d8372e8ecc686cf4b8bc30cebdeaa335e0"},"unityRelease":"19f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@1.3/manual/index.html","name":"com.unity.polyspatial","version":"1.3.9","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"1.2.3","com.unity.inputsystem":"1.4.4","com.unity.shadergraph":"14.0.1","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"2d11541db4b0f099abcfeaf4a3e5341e1b46e25f","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-1.3.9.tgz"}},"2.0.0-pre.11":{"upm":{"changelog":""},"_upm":{"changelog":"### Added\n- Added LineRenderer support.\n- Persona feed on visionOS is now accessible via WebCamTexture after fixing a KeyNotFoundException (will require Unity 6000.0.13f1+).\n\n### Changed\n- Updated the visuals of the Play to Device connection window.\n- Changed hover behavior of UGUI Selectables (Button, Dropdown, TMP_Dropdown, InputField, TMP_InputField, Scrollbar, Slider, Toggle) to change colors as they do in Unity.\n- Cleaned up some uses of \"Resource\" folders within the package, which will slightly decrease your build size.\n- VisionOSBillboard no longer includes forward direction, up direction, and rotation axis properties, as these were removed in visionOS 2.0 beta 5.\n- The Play To Device app will now disconnect itself from all connections if it has been backgrounded for at least 5 seconds. \n\n### Deprecated\n\n### Removed\n\n### Fixed\n- Improved shadow map resolution in samples.\n- Wrap all MonoPInvokeCallback methods in try/catch to avoid potential crashes in player builds.\n- Fixed MaterialSwapSet not being applied to materials that utilize material property blocks or particle systems.\n- Fixed \"Failed to upload NativeTexture\" error when transferring RenderTextures over Play to Device.\n- Fixed failure to transfer RenderTextures in their native formats (e.g., RGBAHalf) over Play to Device.\n- Fixed text overflowing issue in the Play To Device editor window.\n- Fixed world space LineRenderers incorrect positions.\n- Fixed issue with RenderTexture mipmaps being auto-generated when autoGenerateMips was false.\n- Fixed issue where VisionOSVideoComponents would stop playing after switching from a bounded to an unbounded window configuration (or app would crash if a video was playing when switching window configurations).\n- Fixed conversion of shader graph derivative nodes to new MaterialX node names in visionOS 2.0 beta 5.\n\n### Security"},"type":"asset","unity":"6000.0","upmCi":{"footprint":"d6e4bff79d26305cea78d87e3cac73ebbe3dbc4a"},"samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"9255a4b6650a862594a9b963faf0a11de18c619b"},"unityRelease":"0b16","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@2.0/manual/index.html","name":"com.unity.polyspatial","version":"2.0.0-pre.11","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"2.4.0","com.unity.inputsystem":"1.4.4","com.unity.shadergraph":"14.0.1","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"5990aa84d3767f38cb2721a6f8b0b741aa56466c","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-2.0.0-pre.11.tgz"}},"2.0.0-pre.9":{"upm":{"changelog":""},"_upm":{"changelog":"### Added\n- Added public API to access ConnectToPlayToDevice in PolySpatialUserSettings, reports if Play To Device is enabled or not.\n- Added support for the Gather Texture 2D, Baked GI, Reflection Probe, Parallax Occlusion Mapping, DDX, DDY, and DDXY shader graph nodes.\n- Added support for `ddx`, `ddy`, and `fwidth` HLSL functions to shader graph custom function node support.\n- Added PolySpatial Background Blur shader graph node.\n- Added support for Texture 2D Arrays in shader graphs.\n- Added new properties to VisionOS Hover Effect component: Type, Color, Intensity Multiplier, Fade In Duration, Fade Out Duration\n- Added PolySpatial Hover State shader graph node.\n- Added sample scene for Particle Systems.\n- Added new BakeToTexture particle system mode.\n- Added sample code for updating SwiftUI windows from Unity C#.\n- Added `PolySpatialVolumeCameraMode.Metal` for controlling mode switching. Use a `VolumeCameraWindowConfiguration` with its mode set to Metal just like you would use an Unbounded configuration. Metal and Unbounded volumes cannot be active at the same time. Metal volume cameras require the **App Mode** to be set to **Hybrid**. Refer to the **PolySpatial Hybrid apps on visionOS** section of the PolySpatial VisionOS documentation for more information.\n- Added `Preview Selection on Device` option to shader graph editor when Play to Device is in use.\n- Added VisionOSBillboard which maps to the new [Billboard](https://developer.apple.com/documentation/realitykit/billboardcomponent/) component in visionOS 2.0.\n- Added support for the Render Face property of URP/Unlit materials and shader graph targets.\n- Added support for the Depth Write property of shader graph targets.\n- Added support for the Depth Test: Always setting for shader graph targets.\n- Added support for Blending Mode: Additive in URP/Unlit and URP/Lit materials.\n- Added support for blend shapes on SkinnedMeshRenderers.\n- Added support for visionOS point/spot/directional lights, with spot/directional shadows (use `Default VisionOS Lighting` setting to enable).\n- Added ability to create multiple volume cameras. A scene may only have one unbounded volume camera, the rest of the volume cameras must be bounded. Volume cameras must be placed on separate game objects. \n- Added a toggle to VolumeCamera component (ScaleWithWindow) that allows content to either scale with the volume camera window or to scale independently of the window.\n- Added fields to `VolumeCameraWindowConfiguration` (Min/Max Output Range) that allow for setting minimum and maximum size range of the volume camera. Additionally, there is a setting (Window Resizing Limit) to either set a minimum volume size and no maximum size or set a minimum and a maximum volume size.\n- Added `VolumeCamera.ImmersionChanged` event which is called when the user interacts with the crown dial to change the immersion amount of an Unbounded VolumeCamera when the RealityKit ImmersionStyle is set to Progressive.\n- Added fields to `VolumeCameraWindowConfiguration` to allow for controlling volume window alignment - can be set to either Adaptive (volume window tilts towards user) or GravityAligned (volume stays parallel to ground).\n- Added new event OnViewpointChanged to VolumeCamera. This event allows for listening to changes in user position with respect to the volume. Position granularity is limited to left, right, front, or back of the volume. \n- Added VisionOSEnvironmentLightingConfiguration component that controls the amount by which objects are affected by environment lighting (that is, lighting derived from real-world environment) on visionOS.\n- Temporarily removed auxiliary menu from PlayToDevice. A connection panel will appear instead and feature a button to open the DebugConsoleLog.\n\n### Changed\n- VisionOS Sorting Group, VisionOS Image Based Light Receiver, and VisionOS Grounding Shadow components will now apply to particle systems.\n- Switched to native support for cube maps and 3D textures.\n- Changed TextSDFSmoothstep shader graph to use fragment derivative nodes to improve text rendering.\n- Fixed multiple inconsistencies and quirks with SpatialPointer input.\n- Removed com.unity.render-pipelines.universal as dependency for com.unity.polyspatial/com.unity.polyspatial.xr.\n\n### Fixed\n- Fixed input coordinate offsets when using unbounded mode with non-identity volume camera.\n- Fixed issue where size and position updates for Box, Sphere, and Capsule colliders were not being applied.\n- Fixed cameras targeting RenderTextures being rendered to frame buffer in play mode.\n- Fixed KeyNotFoundException when destroying a disabled particle system.\n- Fixed usage of default reflection probe in shader graph PolySpatial Lighting node.\n- Fixed failure to ignore input events on masked-out UGUI components/component regions.\n- Fixed failure to transfer textures with zero dimensions.\n- Fixed positions from shader graph Position node with Space: Tangent.\n- Fixed issue where Play to Device would attempt to connect to a localhost connection even when not selected in the UI.\n- Log a more descriptive error message when attempting to set the parent transform of a GameObject and the parent has not been synced. This error will only be logged when running in Editor Play Mode. The GameObject will be parented to the Volume instead.\n- Fixed implementation of the shader graph Normal From Height node.\n- Fixed P2D network connections timing out after 15 seconds of not receiving a message.\n- Fixed issue where Mask component images wouldn't be used for masking.\n- Fixed color space of image-based lighting source textures, conversion of cube maps to equirectangular images for image based lighting.\n- Fixed issue with shader graph Multiply node with A being a vector and B being a matrix."},"type":"assets","unity":"6000.0","upmCi":{"footprint":"d16a0dd39f621bbe42d4aa4496e753a01c0c014a"},"samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"081c19ef938e521988be5958b7b9f70ca0a5f229"},"unityRelease":"0b16","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@2.0/manual/index.html","name":"com.unity.polyspatial","version":"2.0.0-pre.9","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"2.4.0","com.unity.inputsystem":"1.4.4","com.unity.shadergraph":"14.0.1","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"b967ef77271832560c682148421af8f363ee0d63","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-2.0.0-pre.9.tgz"}},"1.3.1":{"upm":{"changelog":""},"_upm":{"changelog":""},"type":"assets","unity":"2022.3","upmCi":{"footprint":"657b3f13a241d5dd2ce0ca3dfcfe6667ba1723a8"},"samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"ecfc5177dca7c6ffc2537b7650af64f5c15b547d"},"unityRelease":"19f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@1.3/manual/index.html","name":"com.unity.polyspatial","version":"1.3.1","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"2.1.4","com.unity.inputsystem":"1.4.4","com.unity.shadergraph":"14.0.1","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0"},"dist":{"shasum":"c3c6e298eba438987960d30c9e836931f249235b","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-1.3.1.tgz"}},"2.0.0-pre.3":{"upm":{"changelog":""},"_upm":{"changelog":"### Added\n- Added `PolySpatial Static Batch Element` component to support static batching relative to a root node or the scene root.\n- Added support for WebCamTexture to PSL.\n- Added support for Simple Noise, Parallax Mapping, Fog, and View Vector shader graph nodes.\n- Added `MaterialX` shader graph data extension and `Unlit Tone Mapping` option to enable tone mapping on unlit shader graph targets.\n- Added `Minify ShaderGraph Node Names` option (enabled by default), which improves load performance on visionOS for large shader graphs.\n- Added `Quit` as an option to the license check dialog to allow users to exit the app.\n- Added limited support for File source to the Custom Function shader graph node. See \"Source Types\" in the PolySpatial documentation for details.\n- Added a new auxiliary menu in Play To Device.\n- Added support for MaterialPropertyBlocks (currently requires dirtying the renderer via Unity.PolySpatial.PolySpatialObjectUtils.MarkDirty).\n- Added support for `Additive` and `Premultiply` blending modes for URP unlit/lit particle shaders with BakeToMesh.\n- Regular Unity Cameras (Camera component) are mirrored to cameras in the PolySpatial space. This only affects in-editor preview.\n- Added support for image masking for UGUI components.\n- Added ability to opt-out of PolySpatialRaycaster support if the user wishes to use a different raycaster.\n- Added support for non-`Exposed` shader graph properties (such as matrices, which cannot be exposed). \n\n### Changed\n- Changed how the Play To Device window validates new device entries.\n- Play to device Window is disabled when in incorrect build target or app mode configurations.\n- Play to device UI will appear in a new bounded volume when exiting play mode from an unbounded scene.\n- If an XROrigin exists \"Auto-Create Volume Camera\" will parent the VolumeCamera it creates to it.\n- Play to device runtime app further clarifies how to get started on the Editor side of Play to device.\n- Switched the `Reflection Probe` component validation to a message.\n- Removed the `Fix` button from the unsupported components validation. An unsupported component should not have any effect in the scene and can still be enabled.\n- Selectable UI elements (Buttons, Toggles, etc.) that are not Interactable will no longer show the visionOS hover effect when hovered.\n\n### Deprecated\n\n### Removed\n- Removed obsolete events (OnWindowOpened, OnWindowClosed, OnWindowFocused, OnWindowResized) from VolumeCamera. Please use OnWindowEvent to listen for window state changes.\n\n### Fixed\n- Fixed validation messages showing in the Inspector view when they are disabled.\n- Fixed UGUI elements being visible when Canvas was disabled.\n- Fixed sign of angles for Rotate About Axis shader graph node.\n- Fixed failure to transfer HDR color properties on shader graph materials on simulator/device.\n- Fixed console error message reporting `sysTypeDispatchData.klass == klass`. \n- Fixed Play to device UI sometimes having incorrect scale when exiting play mode.\n- Fixed implementation of shader graph Object node.\n- Fixed color space of TextMeshPro vertex colors.\n- Fixed colors applied to UGUI images.\n- Fixed crash that may occur when using a Box Collider on something that is also within a RectMask region.\n- Fixed color space of RGB24 images.\n- Fixed accidental application of tone mapping to built-in unlit materials.\n- Fixed visionOS Sorting Group \"Apply to Descendants\" option not applying to descendants created after sorting group initialized.\n- Fixed ArgumentNullException on MaterialPropertyBlock.SetTexture for UI elements.\n- Fixed tangent space output of View Direction shader graph node.\n- Fixed typo on PolySpatial settings on the Project Validation enum.\n- Fixed failure to hide UI elements contained in disjoint nested RectMask2D elements.\n- Fixed warnings for Custom Function shader graph nodes upstream of MaterialX \"Off\" keyword.\n- Fixed inverted textures when using `Replicate Properties` particle system mode.\n- Fixed animated material properties (currently requires dirtying the renderer via Unity.PolySpatial.PolySpatialObjectUtils.MarkDirty).\n- Fixed shader graph Voronoi node discontinuities and added support for Cells output.\n\n### Security"},"type":"assets","unity":"6000.0","upmCi":{"footprint":"2fc83c1865ad1367730548e30a98aa71d6b64632"},"samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"e659612b73e657bb1ef826490f54a5d9c996c1dc"},"unityRelease":"0b16","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@2.0/manual/index.html","name":"com.unity.polyspatial","version":"2.0.0-pre.3","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"2.4.0","com.unity.inputsystem":"1.4.4","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0","com.unity.render-pipelines.universal":"14.0.1"},"dist":{"shasum":"7a169df46ecf64b2c1d09b06d8b050af56773345","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-2.0.0-pre.3.tgz"}},"1.2.3":{"upm":{"changelog":""},"_upm":{"changelog":"### Fixed\n- Fixed XRI dependency for samples to be optional."},"type":"assets","unity":"2022.3","upmCi":{"footprint":"d171ffdecbecc34bcd3aec5171efe04661507055"},"samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"fdfe734f7cdc3f7963f162c5baea59d2ede2e0df"},"unityRelease":"19f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@1.2/manual/index.html","name":"com.unity.polyspatial","version":"1.2.3","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"2.1.4","com.unity.inputsystem":"1.4.4","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0","com.unity.render-pipelines.universal":"14.0.1"},"dist":{"shasum":"2d0f45ae20c7f9b05df470cee4732913ed222a15","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-1.2.3.tgz"}},"1.1.6":{"upm":{"changelog":""},"_upm":{"changelog":"### Added\n\n### Changed\n\n### Deprecated\n\n### Removed\n\n### Fixed\n- Fixed a bug in PlayToDevice where an input offset could occur when volume camera's Dimension property was set to something other than identity.\n\n### Security"},"type":"assets","unity":"2022.3","upmCi":{"footprint":"3d184bf6b10db9bfd8447c55092af6b20d6583af"},"samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"f957413e0c7fb348e6262d5fe163edfee4bda20c"},"unityRelease":"19f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@1.1/manual/index.html","name":"com.unity.polyspatial","version":"1.1.6","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"2.1.4","com.unity.inputsystem":"1.4.4","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0","com.unity.render-pipelines.universal":"14.0.1"},"dist":{"shasum":"0e805040aeb730ec898140bc0594addc62ee8952","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-1.1.6.tgz"}},"1.1.4":{"upm":{"changelog":""},"_upm":{"changelog":"### Added\n\n### Changed\n\n### Deprecated\n\n### Removed\n\n### Fixed\n\n### Security"},"type":"assets","unity":"2022.3","upmCi":{"footprint":"d6de080f7fc92c3bf1a66df5eca06cfee304dc10"},"samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"79b93494630b86c26883208ee98250cee426ca15"},"unityRelease":"19f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@1.1/manual/index.html","name":"com.unity.polyspatial","version":"1.1.4","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. Learn more about these plans at unity.com/pricing.","dependencies":{"com.unity.ugui":"1.0.0","com.unity.collections":"2.1.4","com.unity.inputsystem":"1.4.4","com.unity.textmeshpro":"3.0.7","com.unity.ext.flatsharp":"1.1.1","com.unity.modules.video":"1.0.0","com.unity.xr.core-utils":"2.3.0","com.unity.nuget.newtonsoft-json":"3.0.2","com.unity.modules.particlesystem":"1.0.0","com.unity.render-pipelines.universal":"14.0.1"},"dist":{"shasum":"742ed774c41e18dd4152b99f31ed30ccb74d0d99","tarball":"https://download.packages.unity.com/com.unity.polyspatial/-/com.unity.polyspatial-1.1.4.tgz"}},"1.0.3":{"upm":{"changelog":""},"_upm":{"changelog":"### Added\n- Added support for PolySpatial Time shader graph node.\n- Added support for inline sprites in TextMeshPro strings.\n- Added support for Built-in Render Pipeline's Unlit and Lit Particle shaders.\n- Added support for Universal Render Pipeline's Lit Particle shader.\n- Added support for Radians setting of Rotate shader graph node.\n- Added links to PolySpatial API docs/changelog from PolySpatial visionOS docs.\n- Added runtime validations option to PolySpatial project settings.\n- Added instructions panel to MixedReality and Image Tracking sample scenes as an example of an object that always faces the camera, and to provide an affordance for returning to the ProjectLauncher scene.\n- Added device rotation and distinct device position (was a copy of interaction position) to events sent by UnityPlayModeInput script.\n- Added a list of `MaterialSwapSet`s to `PolySpatialSettings`. `MaterialSwapSet`s must now be explicitly added to this list in order to be used.\n- Added StackTrace and Categories logging options to the PolySpatial settings `Project Settings > PolySpatial > Logging`.\n\n### Changed\n- PolySpatial Sorting Group components can now override sprite/UI sorting.\n- Manipulation sample now supports grabbing two cubes.\n- Sample panel in ProjectLauncher scene now blocks gaze interactions so you don't accidentally click the bubble behind the panel.\n- Changed the layer of the Default AR Plane in samples so that it no longer blocks input.\n- We changed the names of a few classes and provided automatic API updaters for them to help with the transition.\n    - `PolySpatialHoverEffect` is now `VisionOSHoverEffect`\n    - `PolySpatialGroundingShadow` is now `VisionOSGroundingShadow`\n    - `PolySpatialImageBasedLight` is now `VisionOSImageBasedLight`\n    - `PolySpatialImageBasedLightReceiver` is now `VisionOSImageBasedLightReceiver`\n    - `PolySpatialSortingGroup` is now `VisionOSSortingGroup`\n    - `PolySpatialVideoComponent` is now `VisionOSVideoComponent`\n    - `UnityPolySpatialPlatformText` is now `VisionOSNativeText`\n    - `PolySpatialRaycaster` is now `PolySpatialUIRaycaster`\n- PolySpatial-specific logging settings will be respected in player builds.\n- Changed shader graph test input data folder to Data, rather than Resources.\n- Renamed `devicePosition` and `deviceRotation` input controls to `inputDevicePosition` and `inputDeviceRotation`.\n\n### Deprecated\n\n### Removed\n- Removed a call to `Resources.LoadAll` which caused all assets in Resources to be loaded into memory.\n- Removed deprecated PolySpatialTouchspace input device.\n\n### Fixed\n- Fixed invalid MaterialX generation for Vertex ID shader graph node.\n- Fixed issue with sprite flipping (x flips and y flips were swapped).\n- Fixed issue with TextMeshPro vertex colors in UI components.\n- Fixed warnings from shader graph imports in URP samples.\n- Fixed issue with toggle visuals not reflecting state.\n- Improved text rendering at distance/in peripheral vision.\n- Fixed frequency/amplitude of shader graph Gradient Noise node.\n- Fixed issue with pink materials temporarily appearing on BakeToMesh particle systems.\n- Fixed crash when using PolySpatial Image Based Light Receiver on Play to Device.\n- Fixed error logged on first import: `A new PolySpatialSettings asset was initialized when its asset already exists. Was PolySpatialSettings.instance used by an asset importer?`\n- Fixed crash caused by meshes with tangents but no normals.\n- Fixed colliders to update when mesh updates occur in Unity host environment.\n- Fixed baked mesh particles not scaling relative to volume camera transform in unity backend.\n- Fixed issue with transparent textures on unlit materials rendering as opaque.\n- Fixed issue with meshes set to `None` rendering as spheres.\n- Fixed issue with Renderers set to `Shadows Only` being visible.\n- Fixed two minor NativeArray leaks.\n- Fixed scale of platform text.\n- Fixed handling of device rotation in manipulation sample.\n- Fixed pink UI/text in Unity play mode when using built-in render pipeline.\n- Fixed issue with lowered frame rate when using an Animator on UI element.\n- Fixed issue with URP unlit particle material not incorporating base color.\n- Fixed `HandVisualizer` script in samples to properly hide visuals for hand skeleton joints when they lose tracking.\n- Fixed an issue where the virtual keyboard would not show when selecting UI text fields.\n- Fixed issue where setting empty text on TextMeshProUGUI component would still render previous text.\n- Fixed issue with hit tests and Built-In Render Pipeline\n- Fixed issue with validation processing scene objects with HideAndDontSave hideFlags.\n- Fixed issue with using RenderTextures in RawImage components.\n- Fixed potential failure caused by font manager asset remaining after a failed build.\n\n### Security"},"type":"assets","unity":"2022.3","upmCi":{"footprint":"95bfc0744576586cb234ead01452ee30ab922db4"},"samples":[{"path":"Samples~/InputSettings","description":"A settings asset for the input system package which enables input to come from the Play to Device host app when the Editor is not in the foreground. If you already have a settings asset in your project, set Background Behavior to Ignore Focus, and Play Mode Input Behavior to All Device Input Always Goes To Game View","displayName":"Play to Device Input Settings"},{"path":"Samples~/PolySpatialSamples","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"1fa512302493eca451a043e235682c16e75a51f8"},"unityRelease":"15f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@1.0/manual/index.html","name":"com.unity.polyspatial","version":"1.0.3","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported platforms.\nUnity PolySpatial and visionOS support is only available to Unity Pro, Unity Enterprise, and Unity Industry users. 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You can select the desired device to connect or add direct connections. \n- Added PolySpatial Image Based Light/Image Based Light Receiver components.\n- Added support for blended tilesheet animations for BakeToMesh Particle Systems.\n- Added support for custom user assigned font for PolySpatialTextComponent.\n- Added backup implementation for Text Component to support macOS and iOS.\n- Added support for Emission map and color for unlit URP particle shader.\n- Added additional documentation for RenderTexture usage.\n- Added documentation for shader graph properties and targets.\n- Added 10 volume camera configurations to PlayToDevice project. 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to shader graph Colorspace Conversion node.\n\n### Changed\n- Fixed a typo in PolySpatialPointerKind: `indDirectPinch` -> `indirectPinch`\n- Fixed an issue accessing UV1 in shader graphs.\n- Changed the access modifier of the serialized fields in the PolySpatial settings (class `PolySpatialSettings`) from public to private and renamed these members to include the `m_` prefix.\n- Renamed the PolySpatial settings `Enable Default Volume Camera` to `Auto-Create Volume Camera`.\n\n### Deprecated\n\n### Removed\n\n### Fixed\n- Fixed an issue where deleting a canvas renderer instance at runtime could cause an OOB exception in the tracker.\n- Fixed an issue causing incorrect mesh index buffer sizes.\n- Fixed shader graph world position node outputs for output volumes with heights greater than 2.\n- Fixed inconsistent RGB/HSV conversion in shader graph Colorspace Conversion node.\n- Fixed an issue with updating texture contents.\n- Fixed invalid transforms for shader graph Transform and Transformation Matrix nodes used in vertex stage.\n- Fixed issue with sprite textures wrapping at edges.\n- Fixed an issue where `SpatialPointerDevice` events reported the Began phase for more than one frame in a row.\n\n### Security"},"type":"assets","unity":"2022.3","upmCi":{"footprint":"530fed8d99d365e72c7dfb666bfae72350800f1d"},"samples":[{"path":"Samples~","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial Samples"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/quantum.git","type":"git","revision":"563b6ef49598724e6c4f624b194447d1cb537faf"},"unityRelease":"9f1","versionDefines":[],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.polyspatial@0.5/manual/index.html","name":"com.unity.polyspatial","version":"0.5.0","displayName":"PolySpatial","description":"The Unity PolySpatial runtime includes platform-agnostic code required to build and deploy apps for supported 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These validation entries no longer appear when targeting Standalone, iOS, or Android.\n- Samples: Input now uses `worldTouch.colliderObject` to identify the hit object, fixing issues where input would occasionally miss the targeted object. \n- Samples: Objects reset position after being manipulated. \n- Samples: Missing script warnings resolved. \n- Samples: Settings assets removed from samples, fixing settings-related issues. \n- Samples: Samples now import to the Assets/Samples/ folder rather than Assets/ directly. \n- Documentation: Fixed broken links.\n- Documentation: Component reference images displaying. \n- Documentation: Various typo fixes and clarity improvements."},"type":"assets","unity":"2022.3","upmCi":{"footprint":"e065cd284f559bf9b0a3ef742ccbcddc5916d298"},"samples":[{"path":"Samples~","description":"A set of samples for content targeting PolySpatial-based platforms.","displayName":"Unity PolySpatial 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