app.hypergames.hypersdk 1.1.11 → 1.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +7 -0
- package/Editor/Scripts/Setup/HyperSDKInstaller.cs +1 -1
- package/Editor/Scripts/Utils/{SceneReferenceDrawer.cs → HyperSceneReferenceDrawer.cs} +4 -4
- package/Editor/Scripts/Utils/HyperSceneReferenceDrawer.cs.meta +2 -0
- package/Runtime/Internal/ScriptableObjects/HyperGameContentConfig.cs +3 -3
- package/Runtime/Internal/Utils/JsonCompressor.cs +0 -1
- package/Runtime/Shared/Utils/{SceneReference.cs → HyperSceneReference.cs} +2 -2
- package/Runtime/Shared/Utils/HyperSceneReference.cs.meta +2 -0
- package/package.json +1 -8
- package/Editor/Scripts/Utils/SceneReferenceDrawer.cs.meta +0 -2
- package/Runtime/Internal/Utils/SceneReferenceExtensions.cs +0 -32
- package/Runtime/Internal/Utils/SceneReferenceExtensions.cs.meta +0 -2
- package/Runtime/Shared/Utils/SceneReference.cs.meta +0 -2
package/CHANGELOG.md
CHANGED
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@@ -1,3 +1,10 @@
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# [1.2.0](https://github.com/mvmhyper/hyper-sdk/compare/v1.1.11...v1.2.0) (2025-11-26)
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### Features
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* move HyperLoader scene to root and refactor SDK utilities naming ([4407493](https://github.com/mvmhyper/hyper-sdk/commit/4407493b8ad8edb86a1c21f9ba9701f350755197))
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## [1.1.11](https://github.com/mvmhyper/hyper-sdk/compare/v1.1.10...v1.1.11) (2025-11-26)
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@@ -13,7 +13,7 @@ namespace Hyper.Editor
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{
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private const string InstallerPrefsKey = "HyperSDKInstaller.LastInstalledVersion";
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private const string HyperLoaderSceneRelativePath = "HyperLoader.unity";
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private const string HyperLoaderSceneDestination = "Assets/HyperSDK/
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private const string HyperLoaderSceneDestination = "Assets/HyperSDK/HyperLoader.unity";
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private const string WebGLTemplateRelativePath = "WebGLTemplates/HyperLoader";
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private const string WebGLTemplateDestination = "Assets/WebGLTemplates/HyperLoader";
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private const string HyperGameContentConfigRelativePath = "Runtime/Resources/HyperGameContentConfig.asset";
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@@ -6,10 +6,10 @@ using Hyper.Shared;
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namespace Hyper.Editor
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{
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/// <summary>
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/// Custom property drawer for
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/// Custom property drawer for HyperSceneReference that allows drag-and-drop scene assignment.
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/// </summary>
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[CustomPropertyDrawer(typeof(
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public class
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[CustomPropertyDrawer(typeof(HyperSceneReference))]
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public class HyperSceneReferenceDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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SerializedProperty guidProperty = property.FindPropertyRelative("sceneGUID");
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if (guidProperty == null)
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{
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EditorGUI.LabelField(position, label.text, "
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EditorGUI.LabelField(position, label.text, "HyperSceneReference: Invalid property structure");
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EditorGUI.EndProperty();
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return;
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}
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@@ -13,7 +13,7 @@ namespace Hyper.Internal
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[Header("Battle Mode")]
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[Tooltip("BATTLE mode → Gameplay Scene: go straight into the match (no menu) after the loading screen.")]
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[Space(2)]
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public
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public HyperSceneReference GameScene;
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#endregion
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[Header("Practice Mode")]
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[Tooltip("PRACTICE mode → Menu Scene: open a menu after the loading screen so players can choose stage/options.")]
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[Space(2)]
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public
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public HyperSceneReference PracticeScene;
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public PracticeSceneType PracticeSceneType = PracticeSceneType.Menu;
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[Header("Scene Transitions")]
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[Tooltip("Optional: Scene used for transitions or loading between other scenes.")]
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[Space(2)]
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public
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public HyperSceneReference TransitionScene;
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/// <summary>
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/// Returns true if transition scene exists.
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/// Allows drag-and-drop scene assignment in the inspector without external dependencies.
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/// </summary>
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[Serializable]
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public class
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public class HyperSceneReference
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{
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[SerializeField]
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private string sceneGUID;
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/// <summary>
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/// Implicit conversion to string for backward compatibility.
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/// </summary>
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public static implicit operator string(
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public static implicit operator string(HyperSceneReference sceneRef)
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{
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return sceneRef?.SceneName;
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}
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package/package.json
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{
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"name": "app.hypergames.hypersdk",
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"version": "1.
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"version": "1.2.0",
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"displayName": "HyperSDK",
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"description": "Official Unity SDK for HyperGames. Brings platform APIs, multiplayer battle flow, score and tutorial systems, and WebGL build tooling straight into your project.",
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"unity": "6000.0",
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"url": "https://github.com/mvmhyper/hyper-sdk.git",
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"revision": "v0.1.0"
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},
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"samples": [
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{
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"displayName": "Math Rush Sample Game",
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"description": "Complete example game demonstrating HyperSDK integration including score submission, deterministic RNG, game modes, and UI integration. Perfect starting point for understanding how to use HyperSDK in your own games.",
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"path": "Samples~/MathRushSample"
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}
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],
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"dependencies": {
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"com.unity.nuget.newtonsoft-json": "3.2.1"
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}
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// using Eflatun.SceneReference;
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// namespace Hyper.Internal
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// {
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// /// <summary>
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// /// Extension methods for Eflatun.SceneReference to simplify scene name retrieval.
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// /// </summary>
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// internal static class SceneReferenceExtensions
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// {
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// /// <summary>
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// /// Gets the scene name if the scene reference is valid and in a regular state.
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// /// </summary>
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// /// <param name="sceneRef">The scene reference to validate</param>
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// /// <returns>The scene name if valid, null otherwise</returns>
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// public static string GetValidSceneName(this SceneReference sceneRef)
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// {
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// return (sceneRef != null && sceneRef.State == SceneReferenceState.Regular)
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// ? sceneRef.Name
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// : null;
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// }
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// /// <summary>
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// /// Checks if a scene reference is valid and usable.
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// /// </summary>
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// /// <param name="sceneRef">The scene reference to check</param>
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// /// <returns>True if the scene reference is valid and in regular state</returns>
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// public static bool IsValid(this SceneReference sceneRef)
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// {
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// return sceneRef != null && sceneRef.State == SceneReferenceState.Regular;
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// }
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// }
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// }
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