Changelog
0.1.3
- Fixed
WORLD remaining unchanged while the player rides a moving boat.
- Reconstructed world speed from the game's relative player velocity plus the boat's linear and angular-linear velocity.
- Kept separate
MOVE and WORLD readouts so walking and total travel can be compared directly.
0.1.2
- Added two independent readouts:
MOVE for player movement relative to the ground or boat and WORLD for actual
physical movement through the world.
- Switched world-position sampling from the static network root to
Player.Rigidbody.position.
- Added separate visibility settings for both readouts.
0.1.1
- Changed speed measurement from the player's own Rigidbody velocity to world-space displacement per frame.
- Movement inherited from boats and other moving world objects is now included in the displayed speed.
- Added first-frame, long-frame, player-change, and invalid-position guards to prevent false loading spikes.
0.1.0
- Added a native-style local-player speed HUD measured in Unity units per second.
- Added horizontal-speed and optional full three-dimensional-speed modes.
- Added configurable smoothing, decimal precision, scale, opacity, label, and position.
- Added automatic gameplay-HUD visibility matching and a read-only implementation.
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