Reference
History
Changelog
Track what changed between releases of OctoShaper.
Changelog
[1.2.0] - 2026-10-05
The Colorful Update.
Added
- Asset Store imports automatically install missing Burst, Collections and Mathematics packages at the versions Unity recommends for your Editor, through an independent editor installer. Already-installed packages are never changed; if one is older than OctoShaper supports, the Console names it and the version to update to. Retry failed setup from Tools > OctoShaper > Repair Dependencies.
- Sample import and the sample browser warn that the supplied materials require Universal Render Pipeline (URP).
- AI Integration: a bundled agent skill and optional Unity 6 CLI with focused node discovery, persistent node keys, named ports, material creation and compile-free edit/render iteration. Custom cameras and isolated branch previews speed up visual checks; structured failures retain input values, saved edits and completed captures. Install the project skill from Tools > OctoShaper > AI Integration.
- Colors and Textures nodes for color ramps, blending, UVs, texture sampling, height-map displacement and vertex colors, with HDR color, texture and gradient controls.
- Per-instance material color, texture and float overrides for direct/indirect instancing and procedural prefabs, without changing the source materials.
- Editable procedural meshes: primitives, convex hulls, triangulation, bevels, booleans, surface sampling, profile revolution and spline-driven geometry. Realize Meshes turns point-based geometry into shared Unity meshes.
- Box, sphere, capsule and mesh collider nodes, including compound colliders and fitting a box collider to a mesh.
- Seven samples: Structural Tower, Spline Viaduct, Oak Barrel, Chromatic Grove, Golden Arena, Stone Assemblies and Solar Lance.
- An isolated Scene view Preview Stage, Frame Preview, and position/spline tools for graph parameters.
- Cancellable async editor previews, manual evaluation, optional node thumbnails and automatic node organisation in the Advanced menu.
- Per-graph Local assembly mode for authoring around the origin and placing results at incoming transforms.
- Attribute requirements in port tooltips, explanations for rejected connections and expanded node help.
- Editor scripting APIs for read-only graph presentation and experimental JSON graph automation.
Changed
- Faster graph saving, preview updates and repeated mesh generation, with less allocation during runtime regeneration.
- A compact graph toolbar and collapsed spline/weighted-list controls make large graphs easier to work with.
- Rendering nodes have their own category; transform and jitter nodes are grouped under Spatial. Legacy nodes stay available to existing graphs and are hidden from creation search.
- Draw Instanced and Draw Instanced Indirect now use an explicit Mesh Constant/Attribute selector. For realized geometry, choose Attribute and use
mesh. - Procedural prefabs are created and named directly in the selected Project folder.
- Heavy geometry and distribution C# node methods now return
ValueTask; await direct calls and regenerate graph code after upgrading. Graph-level synchronous execution remains available.
Fixed
- Precompiled editor tools detect visibility support in the running Unity Editor and share the OctoShaper tools overlay across supported versions, avoiding behavior frozen to the release builder's Unity version.
- Unity 6000.6 import compatibility: declare Mathematics explicitly, repair stylesheet importer metadata, remove unused legacy UXML factories that prevent editor types from loading, and use supported assembly discovery to avoid UAC0005 warnings.
- AI preview captures respect parent placement transforms for GPU instances, and interpreted subgraphs preserve explicitly empty inputs.
- Assign Mesh validates selector attributes on target elements without requiring them on the source mesh bank.
- Graph automation revisions ignore transient managed-reference IDs and serialization order, preventing read-only inspection from invalidating generated readiness.
- Procedural prefabs preserve instanced meshes, material overrides, transforms, submeshes and shadow settings in Edit Mode and Play Mode.
- Nested subgraphs retain unconnected parameter defaults and propagate output attributes correctly.
- Edit Mode prefab generation preserves source prefab connections and removes replaced instances instead of leaving disabled pooled objects.
- Preview cleanup and cancelled execution release resources safely, and failed previews leave the graph editable.
- Position and spline handles follow graph authoring space and retain their icons after script reloads.
- Texture parameters, identity quaternion defaults, empty geometry inputs and degenerate meshes are handled reliably.
- Restore legacy Triangulate Points and surface-sampling nodes for existing graphs, and correct primitive winding and UVs.
- Generate In Edit Mode keeps Generate On Enable enabled; physics materials and editor resources remain compatible with Unity 2022.3 and Unity 6.
Upgrading
See Upgrading to 1.2 for the full checklist.
- Back up your project, import the update, then run Tools > OctoShaper > Generate Graph Code and let Unity compile.
- Replace any experimental Draw Meshes nodes with Draw Instanced using Mesh Attribute mode before regenerating. Experimental mesh graphs authored during development may need their affected nodes recreated.
- The minimum supported Unity version remains 2022.3. The seven new mesh samples include URP materials; other pipelines need suitable replacement materials.
[1.1.0] - 2026-08-27
Added
- Add
Create Assembly Roots,Assign Parents, andPlace Local Assemblynodes for authoring reusable element hierarchies in local subgraph space and placing them as compound objects. - Add local XZ rectangle and circle shape values with generic perimeter distribution and uniform interior sampling nodes.
Changed
- Mark the existing
Create Parent ElementandAssign Parent Elementnodes as legacy while preserving their node IDs and serialized graph compatibility. - Instantiate parented elements using their local transforms so locally authored assemblies retain their relative placement.
Fixed
- Stabilize the graph save state, including across domain reloads, by updating it from authoring events instead of polling every editor frame, and notify open parent graphs directly after saving a subgraph instead of reacting to every asset import.
- Preserve fallback graph type IDs as aliases when canonical registrations replace them, preventing intermittent missing
ElementSettype errors while restoring graph and subgraph editor windows. - Remap
parentRowIndexvalues when appending or merging element sets so each appended hierarchy continues to reference rows within its own merged range. - Request a follow-up Unity script compilation after the initial import so the Getting Started window opens only after the source assemblies are available to AssemblyUpdater.
[1.0.0]
- Initial release.