app.hypergames.hypersdk 1.3.0 → 1.3.2

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package/CHANGELOG.md CHANGED
@@ -1,3 +1,17 @@
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+ ## [1.3.2](https://github.com/mvmhyper/hyper-sdk/compare/v1.3.1...v1.3.2) (2025-11-26)
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+
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+
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+ ### Bug Fixes
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+
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+ * Build Assistant uses Assets HyperLoader path, removes Packages/ entries ([a9a93ef](https://github.com/mvmhyper/hyper-sdk/commit/a9a93effe91dafed8f5646fdf3a9d848cf49acd4))
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+
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+ ## [1.3.1](https://github.com/mvmhyper/hyper-sdk/compare/v1.3.0...v1.3.1) (2025-11-26)
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+
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+
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+ ### Bug Fixes
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+
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+ * SDK soft-restart behaviour ([409b028](https://github.com/mvmhyper/hyper-sdk/commit/409b028476b696c71881af72facc535669f36582))
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+
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  # [1.3.0](https://github.com/mvmhyper/hyper-sdk/compare/v1.2.2...v1.3.0) (2025-11-26)
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@@ -1445,15 +1445,23 @@ namespace Hyper.Editor
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  return false;
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  }
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+ // Ensure we're using the Assets path, not Packages path
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+ // Remove any existing HyperLoader scenes from build index (including Packages/ ones)
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+ var scenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes);
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+ scenes.RemoveAll(s =>
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+ string.Equals(s.path, scenePath, StringComparison.OrdinalIgnoreCase) ||
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+ (s.path.Contains("HyperLoader.unity") && !s.path.StartsWith("Assets/", StringComparison.OrdinalIgnoreCase))
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+ );
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+
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+ // Check if the Assets path exists
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  if (!File.Exists(scenePath))
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  {
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- errorMessage = $"Scene not found at path: {scenePath}";
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+ errorMessage = $"Scene not found at path: {scenePath}\n\n" +
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+ "The HyperLoader scene should be installed in Assets/HyperSDK/ by the SDK installer.\n" +
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+ "If you're using UPM, ensure the SDK has finished installing.";
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  return false;
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  }
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- var scenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes);
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- scenes.RemoveAll(s => string.Equals(s.path, scenePath, StringComparison.OrdinalIgnoreCase));
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-
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  targetIndex = Mathf.Clamp(targetIndex, 0, scenes.Count);
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  var newScene = new EditorBuildSettingsScene(scenePath, true);
@@ -46,11 +46,6 @@ namespace Hyper.Internal
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  private void Awake()
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  {
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- // Entering a freshly loaded HyperLoader scene always ends any previous
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- // soft-restart window. From this point onward, teardown code should treat
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- // object destruction as part of a normal lifecycle again.
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- HyperRuntime.IsSoftRestarting = false;
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-
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  HyperRuntime.Clear();
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  InitializeComponents();
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": "1.3.0",
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+ "version": "1.3.2",
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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",