app.hypergames.hypersdk 1.11.0-beta.19 → 1.11.0-beta.20

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package/CHANGELOG.md CHANGED
@@ -1,3 +1,10 @@
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+ # [1.11.0-beta.20](https://github.com/mvmhyper/hyper-sdk/compare/v1.11.0-beta.19...v1.11.0-beta.20) (2026-09-02)
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+
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+
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+ ### Bug Fixes
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+
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+ * **replay:** separate replay restart configuration ([de01d37](https://github.com/mvmhyper/hyper-sdk/commit/de01d37027fdde5d4f8803fa10e060d48a080316))
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+
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  # [1.11.0-beta.19](https://github.com/mvmhyper/hyper-sdk/compare/v1.11.0-beta.18...v1.11.0-beta.19) (2026-09-01)
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@@ -170,6 +170,12 @@ namespace Hyper.Editor
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  settings.useCustomRestartFlow = EditorGUILayout.Toggle(
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  new GUIContent("Use Custom Restart Flow"),
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  settings.useCustomRestartFlow);
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+ settings.useCustomReplayRestartFlow = EditorGUILayout.Toggle(
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+ new GUIContent(
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+ "Use Custom Replay Restart Flow",
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+ "Use game-owned restart logic for replay Watch Again and seeking. " +
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+ "Disabled uses HyperLoader to rebuild deterministic game state."),
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+ settings.useCustomReplayRestartFlow);
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  EditorGUILayout.Space(12);
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  // Draw Editor Testing
@@ -126,8 +126,8 @@ namespace Hyper.Internal
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  }
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  /// <summary>
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- /// Restarts replay playback while preserving replay session data. Uses the configured
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- /// game-owned custom restart flow when available and falls back to HyperLoader.
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+ /// Restarts replay playback while preserving replay session data. Uses the game-owned
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+ /// replay restart flow only when explicitly enabled and otherwise reloads HyperLoader.
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  /// </summary>
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  internal static void RestartReplaySession()
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  {
@@ -154,7 +154,7 @@ namespace Hyper.Internal
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  int restartVersion = ++_replayCustomRestartVersion;
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  _replayManager?.PrepareForRestart();
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- if (_settings != null && _settings.useCustomRestartFlow &&
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+ if (_settings != null && _settings.useCustomReplayRestartFlow &&
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  _host != null && _gameManager != null && _eventManager != null)
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  {
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  _replayCustomRestartPending = true;
@@ -76,6 +76,10 @@ namespace Hyper.Internal
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  "instead of using default restart. Listen to HyperSDK.Event.OnCustomRestart in your game manager.")]
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  public bool useCustomRestartFlow = false;
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+ [Tooltip("Use the game-owned custom restart flow for replay Watch Again and seeking. " +
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+ "Leave disabled to rebuild the game through HyperLoader for deterministic replay state.")]
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+ public bool useCustomReplayRestartFlow = false;
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+
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  #endregion
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  #region Editor Testing
@@ -21,6 +21,7 @@ MonoBehaviour:
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  controlBarLayout: 0
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  controlBarTheme: 1
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  useCustomRestartFlow: 0
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+ useCustomReplayRestartFlow: 0
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  _settings:
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  GameMode: 0
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  ShowInstructions: 0
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "app.hypergames.hypersdk",
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- "version": "1.11.0-beta.19",
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+ "version": "1.11.0-beta.20",
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  "displayName": "HyperSDK",
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  "description": "Official Unity SDK for Hyper: multiplayer battles, leaderboards, deterministic RNG, session management, tutorials, and WebGL optimizations for production-ready games.",
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  "unity": "6000.0",