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Release/v7.4.0 #331
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Release/v7.4.0 #331
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## Description This should fix issue #323, where for some AudioClip lengths the GetAmplitude method tried to read data from the clip even if the remaining samples were 0. ## How to Test - add VoiceHandler component on an avatar - set build target to webGL and run the built application - let the AudioSource referenced by the VoiceHandler reproduce AudioClips with various lengths ## Checklist - [ ] Tests written or updated for the changes. - [ ] Documentation is updated. - [ ] Changelog is updated.
## [SRV-1555](https://ready-player-me.atlassian.net/browse/SRV-1555) ## Description - Fixes #325. - These changes ensure that equipped colors are now taken into account when loading an avatar, instead of defaulting to the first color. ## How to Test - Open the AvatarCreatorWizard scene. - Create a new avatar using the template. - In the editor, navigate to the skin, eyebrow, hair, or beard category. - Verify that the displayed color matches what the avatar is currently wearing. https://github.com/user-attachments/assets/0a8c7992-ed94-4ece-8b66-9cf7bbbf2962 [SRV-1555]: https://ready-player-me.atlassian.net/browse/SRV-1555?atlOrigin=eyJpIjoiNWRkNTljNzYxNjVmNDY3MDlhMDU5Y2ZhYzA5YTRkZjUiLCJwIjoiZ2l0aHViLWNvbS1KU1cifQ --------- Co-authored-by: Harrison Hough <[email protected]>
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TICKETID
Description
Updated
Application.persistentDataPath
directory as it already did for builds. However when loading avatars from the Avatar Loader Editor window it will still store them in theAssets/Ready Player Me/Avatars folder
.How to Test
Import the sdk via this url
Headwear and hair fix
Avatar caching location update
Avatar config processor updates
If you want to test builds you can use the actions here to trigger them (they take some time though
https://github.com/readyplayerme/Unity-SDK/actions
Checklist