PeakPitchCrosshair
Peak Pitch Crosshair can display world-anchored pitch markers in the game.
By Codaaaaaa
CHANGELOG
Changelog
All notable changes to this project are documented in this file.
The format is based on Keep a Changelog and this project follows Semantic Versioning.
[Unreleased]
Added
- Feature: Option to extend the topmost and bottommost ranges to ±EdgeClampDeg (default 85°).
- Feature: Raycast fallback to render markers at max distance if no collision is detected.
- Configurable:
EdgeClampDeg,FallbackWhenNoHit, font styling updates.
Changed
- Fixed visibility issue where the bottommost range (“1′”) failed to render due to missing scene geometry.
- Preserved label clarity with larger font, outline, and background.
Fixed
- Overlapping angle ranges adjusted so that “1′” now properly appears and spans to the top/bottom edge without overlap.
[0.3.2] - 2025-8-31
Added
- Top and bottom marker bands now extend to ±EdgeClampDeg (configurable, default: 85°).
- Fallback rendering: when Raycast misses, markers are drawn at a far point to guarantee visibility.
- New configuration options:
EdgeClampDeg,FallbackWhenNoHit.
Changed
- Improved font rendering: uses in-game font, increased font size, added bold style, outline, and semi-transparent backdrop for better readability.
- Ensured that “1′” note range is properly displayed at the extremes.
Fixed
- Angle ranges adjusted to eliminate overlap; ensures that all note ranges are rendered correctly in non-overlapping order.
[0.3.3] - 2025-8-31
Added
- icon
- Precise points overlay: render measured anchor notes as crosshair markers at exact angles (labels off by default).
- Hotkey: F8 toggles precise points (ShowPrecisePoints, TogglePrecisePointsKey).
- Sharp-point gating: sharp (#) precise points follow the global ShowSharps (F7) toggle.
New configuration options:
- PrecisePointSizePx
- PrecisePointThicknessPx
- PrecisePointAlpha
- PrecisePointShowLabel (default false)
Fixed
- Precise points now render even when Physics.Raycast misses (respects FallbackWhenNoHit).