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Show Control — Changelog

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All notable changes to FOS Show Control are documented here.

The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.

  • FOS Show Console, a ready-made desk you drop into your scene: sixteen cue keys with their indicators, a master fader, a fade fader, blackout and replay, and the director inside it, already wired.
  • Show Director: a 16-cue show, with a master level, a blackout and a fade time, shared with the whole room and rebuilt from scratch by anyone joining late.
  • Show Light: one intensity and one colour per cue for any of your lights, faded by the director. Switches the Light component off at zero.
  • Show Toggle: switches a group of objects on or off per cue — your effects, your lasers, your smoke.
  • Show Animator: plays one of your own animator states or triggers per cue, and can resume a looping animation where it should be by now rather than restarting it, so every player sees the same frame — latecomers included. A cue left empty either lets the animation carry on or freezes it in place, your choice.
  • Show Particles: emits for the length of a cue, or fires a single shot as it comes up. Stopping ends the emission and lets airborne particles drift away instead of wiping them. A one-shot never fires for somebody joining mid-show: a burst is a moment, not a state.
  • Show Material: recolours an emissive surface per cue — neon, LED, screens — with a separate brightness so a colour can pulse without being typed twice. Written through a property block, so your material asset is never modified and objects sharing one material can differ. The cue sheet stores and recalls these looks like any other.
  • Show Relay: sends an event name to any Udon behaviour on a cue, so the show can drive ProTV, AudioLink, or your own scripts without this pack depending on any of them.
  • Show Button and Show Slider: the console keys and faders, with a light that follows the cue somebody else just called. A key takes its number and its name from the cue sheet and recolours itself when lit, so a cue is named once and not twice.
  • Label the console keys: a button on the director that writes those numbers, names and colours onto the keys while you build, instead of only at run time.
  • Show Readout: writes the current cue number and name, the fade time, the master level and the blackout state into TextMeshPro labels. Every field is optional, so a console can carry several — one per display.
  • Cue sheet: light your scene by hand, then store the look into a cue — and recall it later to keep working on it. In the director’s inspector.
  • Network sending is throttled and coalesced: dragging a fader produces one update every fifth of a second instead of one per frame, which is what the manual sync rate allows. Local feedback stays immediate.
  • The Show Material inspector names the reason a surface stays black — emission switched off, a shader property that does not exist, emission baked into the lightmap, or a cue sheet never stored — and offers to switch emission on for you.
  • Warnings for the two failures that are otherwise silent: a director sharing its GameObject with another Udon behaviour, and a node whose table is shorter than the show.