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 CHANGED
@@ -1,3 +1,10 @@
1
+ # [1.2.0](https://github.com/mvmhyper/hyper-sdk/compare/v1.1.11...v1.2.0) (2025-11-26)
2
+
3
+
4
+ ### Features
5
+
6
+ * move HyperLoader scene to root and refactor SDK utilities naming ([4407493](https://github.com/mvmhyper/hyper-sdk/commit/4407493b8ad8edb86a1c21f9ba9701f350755197))
7
+
1
8
  ## [1.1.11](https://github.com/mvmhyper/hyper-sdk/compare/v1.1.10...v1.1.11) (2025-11-26)
2
9
 
3
10
 
@@ -13,7 +13,7 @@ namespace Hyper.Editor
13
13
  {
14
14
  private const string InstallerPrefsKey = "HyperSDKInstaller.LastInstalledVersion";
15
15
  private const string HyperLoaderSceneRelativePath = "HyperLoader.unity";
16
- private const string HyperLoaderSceneDestination = "Assets/HyperSDK/Scenes/HyperLoader.unity";
16
+ private const string HyperLoaderSceneDestination = "Assets/HyperSDK/HyperLoader.unity";
17
17
  private const string WebGLTemplateRelativePath = "WebGLTemplates/HyperLoader";
18
18
  private const string WebGLTemplateDestination = "Assets/WebGLTemplates/HyperLoader";
19
19
  private const string HyperGameContentConfigRelativePath = "Runtime/Resources/HyperGameContentConfig.asset";
@@ -6,10 +6,10 @@ using Hyper.Shared;
6
6
  namespace Hyper.Editor
7
7
  {
8
8
  /// <summary>
9
- /// Custom property drawer for SceneReference that allows drag-and-drop scene assignment.
9
+ /// Custom property drawer for HyperSceneReference that allows drag-and-drop scene assignment.
10
10
  /// </summary>
11
- [CustomPropertyDrawer(typeof(SceneReference))]
12
- public class SceneReferenceDrawer : PropertyDrawer
11
+ [CustomPropertyDrawer(typeof(HyperSceneReference))]
12
+ public class HyperSceneReferenceDrawer : PropertyDrawer
13
13
  {
14
14
  public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
15
15
  {
@@ -18,7 +18,7 @@ namespace Hyper.Editor
18
18
  SerializedProperty guidProperty = property.FindPropertyRelative("sceneGUID");
19
19
  if (guidProperty == null)
20
20
  {
21
- EditorGUI.LabelField(position, label.text, "SceneReference: Invalid property structure");
21
+ EditorGUI.LabelField(position, label.text, "HyperSceneReference: Invalid property structure");
22
22
  EditorGUI.EndProperty();
23
23
  return;
24
24
  }
@@ -0,0 +1,2 @@
1
+ fileFormatVersion: 2
2
+ guid: 34a12760281cb024b99481f162081826
@@ -13,7 +13,7 @@ namespace Hyper.Internal
13
13
  [Header("Battle Mode")]
14
14
  [Tooltip("BATTLE mode → Gameplay Scene: go straight into the match (no menu) after the loading screen.")]
15
15
  [Space(2)]
16
- public SceneReference GameScene;
16
+ public HyperSceneReference GameScene;
17
17
 
18
18
  #endregion
19
19
 
@@ -22,7 +22,7 @@ namespace Hyper.Internal
22
22
  [Header("Practice Mode")]
23
23
  [Tooltip("PRACTICE mode → Menu Scene: open a menu after the loading screen so players can choose stage/options.")]
24
24
  [Space(2)]
25
- public SceneReference PracticeScene;
25
+ public HyperSceneReference PracticeScene;
26
26
 
27
27
  public PracticeSceneType PracticeSceneType = PracticeSceneType.Menu;
28
28
 
@@ -39,7 +39,7 @@ namespace Hyper.Internal
39
39
  [Header("Scene Transitions")]
40
40
  [Tooltip("Optional: Scene used for transitions or loading between other scenes.")]
41
41
  [Space(2)]
42
- public SceneReference TransitionScene;
42
+ public HyperSceneReference TransitionScene;
43
43
 
44
44
  /// <summary>
45
45
  /// Returns true if transition scene exists.
@@ -2,7 +2,6 @@ using Newtonsoft.Json;
2
2
  using Newtonsoft.Json.Linq;
3
3
  using System;
4
4
  using System.Text;
5
- using Hyper.Internal;
6
5
 
7
6
  namespace Hyper.Internal
8
7
  {
@@ -8,7 +8,7 @@ namespace Hyper.Shared
8
8
  /// Allows drag-and-drop scene assignment in the inspector without external dependencies.
9
9
  /// </summary>
10
10
  [Serializable]
11
- public class SceneReference
11
+ public class HyperSceneReference
12
12
  {
13
13
  [SerializeField]
14
14
  private string sceneGUID;
@@ -78,7 +78,7 @@ namespace Hyper.Shared
78
78
  /// <summary>
79
79
  /// Implicit conversion to string for backward compatibility.
80
80
  /// </summary>
81
- public static implicit operator string(SceneReference sceneRef)
81
+ public static implicit operator string(HyperSceneReference sceneRef)
82
82
  {
83
83
  return sceneRef?.SceneName;
84
84
  }
@@ -0,0 +1,2 @@
1
+ fileFormatVersion: 2
2
+ guid: 349344249f15f3745852faad142ee623
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "app.hypergames.hypersdk",
3
- "version": "1.1.11",
3
+ "version": "1.2.0",
4
4
  "displayName": "HyperSDK",
5
5
  "description": "Official Unity SDK for HyperGames. Brings platform APIs, multiplayer battle flow, score and tutorial systems, and WebGL build tooling straight into your project.",
6
6
  "unity": "6000.0",
@@ -33,13 +33,6 @@
33
33
  "url": "https://github.com/mvmhyper/hyper-sdk.git",
34
34
  "revision": "v0.1.0"
35
35
  },
36
- "samples": [
37
- {
38
- "displayName": "Math Rush Sample Game",
39
- "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.",
40
- "path": "Samples~/MathRushSample"
41
- }
42
- ],
43
36
  "dependencies": {
44
37
  "com.unity.nuget.newtonsoft-json": "3.2.1"
45
38
  }
@@ -1,2 +0,0 @@
1
- fileFormatVersion: 2
2
- guid: 3d2d4a03230c53c4e8b11752555a23df
@@ -1,32 +0,0 @@
1
- // using Eflatun.SceneReference;
2
-
3
- // namespace Hyper.Internal
4
- // {
5
- // /// <summary>
6
- // /// Extension methods for Eflatun.SceneReference to simplify scene name retrieval.
7
- // /// </summary>
8
- // internal static class SceneReferenceExtensions
9
- // {
10
- // /// <summary>
11
- // /// Gets the scene name if the scene reference is valid and in a regular state.
12
- // /// </summary>
13
- // /// <param name="sceneRef">The scene reference to validate</param>
14
- // /// <returns>The scene name if valid, null otherwise</returns>
15
- // public static string GetValidSceneName(this SceneReference sceneRef)
16
- // {
17
- // return (sceneRef != null && sceneRef.State == SceneReferenceState.Regular)
18
- // ? sceneRef.Name
19
- // : null;
20
- // }
21
-
22
- // /// <summary>
23
- // /// Checks if a scene reference is valid and usable.
24
- // /// </summary>
25
- // /// <param name="sceneRef">The scene reference to check</param>
26
- // /// <returns>True if the scene reference is valid and in regular state</returns>
27
- // public static bool IsValid(this SceneReference sceneRef)
28
- // {
29
- // return sceneRef != null && sceneRef.State == SceneReferenceState.Regular;
30
- // }
31
- // }
32
- // }
@@ -1,2 +0,0 @@
1
- fileFormatVersion: 2
2
- guid: 44da65fed37b13143843f10688e5605b
@@ -1,2 +0,0 @@
1
- fileFormatVersion: 2
2
- guid: 4322e1afbf85a694ead3a86b6a404991