app.hypergames.hypersdk 1.8.10 → 1.9.0-exhibition.1
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package/CHANGELOG.md
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# [1.9.0-exhibition.1](https://github.com/mvmhyper/hyper-sdk/compare/v1.8.10...v1.9.0-exhibition.1) (2026-05-01)
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### Bug Fixes
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* add exhibition prerelease channel ([cf4fbaa](https://github.com/mvmhyper/hyper-sdk/commit/cf4fbaa69f83ca3cd6b4e9f1c518aa885df72cf8))
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### Features
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* **exhibition:** decouple battle/practice exhibition flow from backend submission ([ec44391](https://github.com/mvmhyper/hyper-sdk/commit/ec44391604146582c295c184e02c41550e859925))
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* **exhibition:** unify fixed countdown flow for battle and practice ([5a25dff](https://github.com/mvmhyper/hyper-sdk/commit/5a25dffbd1f07e6eb2f1d9e718fcdc040b247a3a))
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## [1.8.10](https://github.com/mvmhyper/hyper-sdk/compare/v1.8.9...v1.8.10) (2026-04-22)
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@@ -1199,8 +1199,10 @@ namespace Hyper.Internal.Managers
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// Scores will be flushed when the connection is restored.
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if (!isSocketConnected)
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{
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#if UNITY_WEBGL && !UNITY_EDITOR
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int pendingCount = _dataManager?.PendingScores?.Count ?? 0;
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HyperDebug.Log($"[Score] Socket disconnected - accumulating scores for offline batch. PendingCount={pendingCount}");
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#endif
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_isWaitingForTokenLogEmitted = false;
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_hasLoggedWaitingForGameStartAck = false;
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yield return _scoreSendInterval;
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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.
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"version": "1.9.0-exhibition.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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