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Feature

Added experimental inline layout for text

Enhancement

Allowed registering models with complex sub-model as a first member (on the same address)

Fix

Fixed array-like behavior of NodeList collections for platforms using ChakraCore

Fix

Improved rendering of SVGs when background-repeat with transformations is used

Fix

Fixed crash when destroying the view or navigating to a different URL with XML HTTP Requests in flight


API

Changed Unity3D license keys – please download your new key from the developer portal

Feature

Added support for multiple UISystem instances in Unity3D

API

Refactored the Unity3D plugin to be based on the vanilla C++ API

Enhancement

Localization works for elements that are added dynamically to the DOM

Enhancement

Added support for DirectX 12 to the Unity3D plugin

Fix

Fixed running Unity3D with Vulkan on Linux

Fix

Fixed text transformation on dynamically created elements

Fix

Reintroduced the scrolling optimization with fixes for the artifacts and input issues.


Fix

Fixed crash with scrolling and moving the mouse outside of the view


Feature

Added support for images that have non-premultiplied alpha

Enhancement

Updated Unity3D HDRP rendering support to new Unity3D 2019.3

Enhancement

Mouse pointer events are handled during scrolling

Enhancement

Added localization sample with React

Fix

Fixed border color when top side of the border is missing

Fix

Fixed pointer-events for HTML elements when the parent is clipped or creates a stacking context

Fix

Fixed typing into text input fields when text transform is used

Fix

Fixed Unity3D warning about package version using more than 3 numbers

Gameface version 1.8 introduces support for using images that do not have their alpha channel pre-multiplied into the other color channels. Prior to version 1.8, all images in the SDK were treated as if they were using pre-multiplied alpha, disregarding any image metadata that might tell otherwise.

User images can now specify whether their alpha channel is pre-multiplied via the new cohtml::IAsyncResourceResponse::UserImageData::AlphaPremultiplication property. You can set the property to the correct value in the UserImageData object that is passed to the cohtml::IAsyncResourceResponse::ReceiveUserImage API in the cohtml::IAsyncResourceHandler::OnResourceRequest callback of your resource handler. This allows you to re-use the same image in both your engine and UI, even if the engine uses a non-pre-multiplied alpha pipeline.

Following is a table that describes the differences and solutions for various image formats:

Format1.7 and prior1.8
PNG, JPG, Other RGB(A) formatsAutomatically pre-multiplied after decodeNo change - Automatically pre-multiplied after decode
DDSAssumed to have pre-multiplied alphaMay need to re-save - Attempts to determine if alpha is pre-multiplied from metadata
KTX, ASTC, PKMAssumed to have pre-multiplied alphaMust re-save - Assumed NOT to have pre-multiplied alpha
User imagesAssumed to have pre-multiplied alphaUser controlled via cohtml::IAsyncResourceResponse::UserImageData::AlphaPremultiplication

Note that the output of all operations in the Gameface is still an alpha-pre-multiplied texture, so the blending of the resulting UI texture is not affected.