app.hypergames.hypersdk 1.7.0 → 1.7.1
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package/CHANGELOG.md
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@@ -1,3 +1,10 @@
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## [1.7.1](https://github.com/mvmhyper/hyper-sdk/compare/v1.7.0...v1.7.1) (2026-04-02)
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### Bug Fixes
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* reset Time.timeScale to 1 on RestartSession ([9dfb2bf](https://github.com/mvmhyper/hyper-sdk/commit/9dfb2bfce336c6a569889d2482b9f8aaa4f6e4fa))
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# [1.7.0](https://github.com/mvmhyper/hyper-sdk/compare/v1.6.0...v1.7.0) (2026-04-02)
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@@ -66,28 +66,21 @@ namespace Hyper.Internal
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internal static void RestartSession()
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{
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_isSoftRestarting = true;
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Time.timeScale = 1f; // Always reset time scale before restart — PauseGame() sets it to 0 and it persists across scene loads
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if (_settings != null && _settings.useCustomRestartFlow)
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{
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// Fire custom restart event - developers handle restart themselves
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_eventManager?.InvokeCustomRestartEvent();
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// Reset SDK UI state for custom restart
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// This prepares the SDK UI (hides game over, shows start modal, resets timer, etc.)
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// so the game appears fresh when the developer's restart logic runs
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_gameManager?.ResetUIStateForCustomRestart();
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-
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return;
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}
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// Use improved default restart flow
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if (_host != null)
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{
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_host.StartCoroutine(RestartSessionCoroutine());
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}
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else
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{
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// Fallback to immediate restart if host doesn't exist
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ClearAllDontDestroyOnLoadObjects();
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SceneManager.LoadScene("HyperLoader");
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}
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package/package.json
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{
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"name": "app.hypergames.hypersdk",
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"version": "1.7.
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"version": "1.7.1",
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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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