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Update experimental disclaimers (#367)
* Updated experimental disclaimers * Removed link and added description instead.
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com.unity.visualeffectgraph/Documentation~/EventBinders.md

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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This Feature is currently experimental and is subject to change in later major versions.</div>
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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This feature is currently experimental and is subject to change in later major versions. To use this feature, enable <b>Experimental Operators/Blocks</b> in the <b>Visual Effects</b> tab of your Project's Preferences.</div>
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# Event Binders
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com.unity.visualeffectgraph/Documentation~/ExposedPropertyHelper.md

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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This Feature is currently experimental and is subject to change in later major versions.</div>
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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This feature is currently experimental and is subject to change in later major versions. To use this feature, enable <b>Experimental Operators/Blocks</b> in the <b>Visual Effects</b> tab of your Project's Preferences.</div>
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# Exposed Property class
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The `ExposedProperty` class is a helper class that stores a property ID based on the property's name. The value that you assign to an `ExposedProperty` is the string name of a Shader property. The class automatically calls the `Shader.PropertyToID(string name)` function with the Shader property name as the parameter and stores the integer ID the function returns. When you use this class in a Property, Event, or EventAttribute method in the [component API](ComponentAPI.md), it implicitly uses this integer.

com.unity.visualeffectgraph/Documentation~/PointCacheBakeTool.md

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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Draft:</b> The content on this page is complete, but it has not been reviewed yet.</div>
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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This Feature is currently experimental and is subject to change in later major versions.</div>
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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This feature is currently experimental and is subject to change in later major versions. To use this feature, enable <b>Experimental Operators/Blocks</b> in the <b>Visual Effects</b> tab of your Project's Preferences.</div>
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# Point Cache Bake Tool
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The Point Cache Bake Tool is an Utility Window that enables generating [Point Cache](PointCaches.md) Assets from Geometric Data or Textures. It provides basic functionality to scatter points and get attributes from the inputs.

com.unity.visualeffectgraph/Documentation~/PointCaches.md

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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Draft:</b> The content on this page is complete, but it has not been reviewed yet.</div>
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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This Feature is currently experimental and is subject to change in later major versions.</div>
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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This feature is currently experimental and is subject to change in later major versions. To use this feature, enable <b>Experimental Operators/Blocks</b> in the <b>Visual Effects</b> tab of your Project's Preferences.</div>
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# Point Caches
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Point Caches are a special Asset type that bundles a **Point Count**, and **One or Many AttributeMaps**, that contain every attribute value list, baked into textures.

com.unity.visualeffectgraph/Documentation~/SpawnerCallbacks.md

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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Draft:</b> The content on this page is complete, but it has not been reviewed yet.</div>
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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This Feature is currently experimental and is subject to change in later major versions.</div>
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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This feature is currently experimental and is subject to change in later major versions. To use this feature, enable <b>Experimental Operators/Blocks</b> in the <b>Visual Effects</b> tab of your Project's Preferences.</div>
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# Spawner Callbacks
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Spawner Callbacks is a C# API that enables defining custom runtime behavior and create new Blocks for use in Spawn Contexts.

com.unity.visualeffectgraph/Documentation~/VectorFields.md

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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Draft:</b> The content on this page is complete, but it has not been reviewed yet.</div>
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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This Feature is currently experimental and is subject to change in later major versions.</div>
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<div style="border: solid 1px #999; border-radius:12px; background-color:#EEE; padding: 8px; padding-left:14px; color: #555; font-size:14px;"><b>Experimental:</b> This feature is currently experimental and is subject to change in later major versions. To use this feature, enable <b>Experimental Operators/Blocks</b> in the <b>Visual Effects</b> tab of your Project's Preferences.</div>
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# Vector Fields / Signed Distance Fields
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Vector Fields and Signed Distance Fields are 3D Fields containing values stored in voxels. These are available as 3D Textures in Visual Effect Graph and can be imported using the Volume File (`.vf`) file format.

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