app.hypergames.hypersdk 1.11.0-beta.25 → 1.11.0-beta.26
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/Samples~/LaneRunner/Prefabs/DoubleScorePickup.prefab +1 -1
- package/Samples~/LaneRunner/Prefabs/Obstacle.prefab +1 -1
- package/Samples~/LaneRunner/README.md +19 -2
- package/Samples~/LaneRunner/Scripts/Gameplay/LaneRunnerSpawner.cs +1 -1
- package/Samples~/LaneRunner/Scripts/Gameplay/LaneRunnerTrackItem.cs +9 -2
- package/Samples~/LaneRunner/Scripts/Hyper/LaneRunnerTournamentAdapter.cs +1 -0
- package/package.json +1 -1
package/CHANGELOG.md
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@@ -1,3 +1,10 @@
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# [1.11.0-beta.26](https://github.com/mvmhyper/hyper-sdk/compare/v1.11.0-beta.25...v1.11.0-beta.26) (2026-09-07)
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### Bug Fixes
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* **sample:** refine replay integration template ([5a345df](https://github.com/mvmhyper/hyper-sdk/commit/5a345df87d19a6df11af4117fbeed1e21e8e9f9a))
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# [1.11.0-beta.25](https://github.com/mvmhyper/hyper-sdk/compare/v1.11.0-beta.24...v1.11.0-beta.25) (2026-09-04)
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@@ -13,8 +13,10 @@ deterministic spawning, a timed score multiplier, and replay integration.
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Assign `LaneRunnerSample` as the Game and Practice scene in Hyper Game Content
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Config, then use Hyper's Editor game-mode menu to run Practice, Battle, or Replay.
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Battle sessions record to `hyper-replay.ndjson` in `Application.persistentDataPath`.
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The sample supports custom replay restarts, but enable **Replay Custom Restart**
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only after repeated Watch Again tests reproduce the original run. Enable
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**Allow Replay Seeking** only after accelerated reconstruction is stable on
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desktop and mobile WebGL.
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The sample uses only Unity's built-in `Default` layer, `Untagged`, and
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`MainCamera`. Its collider overrides and ground safety do not require changes to
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`RecordActivity` records only during active Battle gameplay. The SDK owns replay
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timestamps, file loading, scheduling, pause handling, progress, and completion.
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## Replay integration checklist
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1. Read physical input in `Update`, queue commands, and consume them in
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`FixedUpdate` with gameplay and physics.
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2. Record only commands the game accepts, then route `HyperSDK.Replay.OnAction`
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through the same command path.
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3. Use `HyperRandom` for gameplay randomness and interpolate moving Rigidbodies
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so fixed simulation still renders smoothly.
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4. Verify the original replay and repeated Watch Again runs at every supported
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speed on desktop and mobile WebGL.
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5. Leave **Replay Custom Restart** disabled unless the game clears all gameplay
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state, spawned objects, coroutines, pools, and cached references correctly.
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6. Leave **Allow Replay Seeking** disabled for physics-heavy games unless their
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accelerated reconstruction has been tested and remains deterministic.
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namespace HyperSamples.LaneRunner
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{
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[RequireComponent(typeof(Collider))]
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[RequireComponent(typeof(Collider), typeof(Rigidbody))]
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public sealed class LaneRunnerTrackItem : MonoBehaviour
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{
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[SerializeField] private bool doubleScorePickup;
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public bool IsCollected { get; private set; }
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public float PositionX => body.position.x;
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private LaneRunnerGame game;
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private Rigidbody body;
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private void Awake()
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{
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body = GetComponent<Rigidbody>();
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}
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public void Initialize(LaneRunnerGame owner)
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{
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@@ -19,7 +26,7 @@ namespace HyperSamples.LaneRunner
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public void Advance(float distance)
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{
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-
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body.MovePosition(body.position + Vector3.left * distance);
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}
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private void OnTriggerEnter(Collider other)
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package/package.json
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{
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"name": "app.hypergames.hypersdk",
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"version": "1.11.0-beta.
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"version": "1.11.0-beta.26",
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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",
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