app.hypergames.hypersdk 1.11.0-beta.28 → 1.11.0-beta.29

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package/CHANGELOG.md CHANGED
@@ -1,3 +1,10 @@
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+ # [1.11.0-beta.29](https://github.com/mvmhyper/hyper-sdk/compare/v1.11.0-beta.28...v1.11.0-beta.29) (2026-09-08)
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+
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+
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+ ### Bug Fixes
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+
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+ * **replay:** simplify seek progress presentation ([16cf45a](https://github.com/mvmhyper/hyper-sdk/commit/16cf45afb3bf4fed8abc094ce2405237f0bf3b1d))
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+
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  # [1.11.0-beta.28](https://github.com/mvmhyper/hyper-sdk/compare/v1.11.0-beta.27...v1.11.0-beta.28) (2026-09-08)
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@@ -11,7 +11,7 @@ namespace Hyper.Internal
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  {
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  if (progressText == null) return;
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- int percentage = Mathf.RoundToInt(Mathf.Clamp01(progress01) * 100f);
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+ int percentage = Mathf.FloorToInt(Mathf.Clamp01(progress01) * 10f) * 10;
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  progressText.text = $"{percentage}%";
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  }
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  }
@@ -355,7 +355,7 @@ MonoBehaviour:
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  - 0.5
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  seekPlaybackSpeed: 15
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  readOnlyProgressSmoothTime: 0.08
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- seekSnapshotScale: 0.725
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+ seekSnapshotScale: 0.7
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  seekPreparationProgress: 0.2
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  seekPreparationProgressVariation: 0.05
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  seekPreparationDuration: 3
@@ -531,8 +531,8 @@ RectTransform:
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  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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  m_AnchorMin: {x: 0, y: 1}
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  m_AnchorMax: {x: 1, y: 1}
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- m_AnchoredPosition: {x: 0, y: 2.4289}
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- m_SizeDelta: {x: 0, y: 10.7107}
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+ m_AnchoredPosition: {x: 0, y: 3.8920975}
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+ m_SizeDelta: {x: 0, y: 7.7843}
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  m_Pivot: {x: 0.5, y: 0.5}
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  --- !u!114 &6524620082287541530
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  MonoBehaviour:
@@ -544,8 +544,8 @@ MonoBehaviour:
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  m_Enabled: 1
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  m_EditorHideFlags: 0
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  m_Script: {fileID: 11500000, guid: 67db9e8f0e2ae9c40bc1e2b64352a6b4, type: 3}
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- m_Name:
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- m_EditorClassIdentifier:
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+ m_Name:
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+ m_EditorClassIdentifier:
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  m_Navigation:
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  m_Mode: 3
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  m_WrapAround: 0
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  m_EditorHideFlags: 0
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  m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
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- m_Name:
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+ m_Name:
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- m_Color: {r: 1, g: 1, b: 1, a: 1}
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+ m_Color: {r: 1, g: 1, b: 1, a: 0.8}
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  m_RaycastTarget: 1
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  m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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  m_Maskable: 1
@@ -804,7 +804,7 @@ RectTransform:
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  m_GameObject: {fileID: 3697401824850412108}
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  m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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  m_LocalPosition: {x: 0, y: 0, z: 0}
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- m_LocalScale: {x: 2, y: 2, z: 2}
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+ m_LocalScale: {x: 2.25, y: 2.25, z: 2.25}
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  m_ConstrainProportionsScale: 1
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  m_Children: []
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  m_Father: {fileID: 2122678266869628181}
@@ -835,7 +835,7 @@ MonoBehaviour:
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+ m_Color: {r: 0.990566, g: 0.990566, b: 0.990566, a: 1}
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  m_RaycastTarget: 1
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+ m_Color: {r: 0.09019608, g: 0.06666667, b: 0.15294118, a: 0.8}
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  m_RaycastTarget: 1
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@@ -1283,8 +1283,8 @@ MonoBehaviour:
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@@ -1379,8 +1379,8 @@ MonoBehaviour:
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- m_Name:
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- m_Name:
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@@ -13,10 +13,8 @@ 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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+ Enable Custom Restart Flow in Hyper SDK Settings to test in-place Watch Again and
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+ replay seeking without reloading the scene.
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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
@@ -42,18 +40,3 @@ HyperSDK.Replay.OnAction += HandleReplayAction;
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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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-
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- ## Replay integration checklist
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-
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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.
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.28",
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+ "version": "1.11.0-beta.29",
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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",