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…e-unity-wearable-preview
Coverage Report for CI Build 24207225895Coverage increased (+0.1%) to 49.815%Details
Uncovered Changes
Coverage RegressionsNo coverage regressions found. Coverage Stats💛 - Coveralls |
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…e-unity-wearable-preview
RocioCM
approved these changes
Apr 2, 2026
This was referenced Apr 2, 2026
anicalbano
approved these changes
Apr 8, 2026
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✅ Tested through the checks:
- A loading spinner is shown while the wearable preview is initializing
- The loading spinner disappears once the preview finishes loading
- The loading spinner reappears when the preview reloads after a prop change (base avatar, skin, wearables, etc)
- The wearable is displayed on a male avatar when male body shape is selected
- The wearable is displayed on a female avatar when female body shape is selected
- The avatar's skin color updates in the preview when skin color is changed
- The avatar's eye color updates in the preview when eye color is changed
- The avatar's hair color updates in the preview when hair color is changed
- The avatar wears the selected base wearables selected in the preview menu
- The preview updates when a wearable from the current collection is equipped or unequipped in the left panel
- Controls in the left panel interact correctly with the preview without delay or mismatch (hide/show wearables, select/play/pause emotes)
- The currently edited item is visible on the avatar in the preview
- The preview updates when the item being edited changes
- The selected emote plays on the avatar in the preview
- The preview updates when a different emote is selected
- The avatar performs the JUMP emote or other base emotes from “Play emote” dropdown on loop
- Animation playback controls appear in the toolbar when an emote item from the collection is selected
- Animation playback state stays in sync with the actual animation playing in the preview (progress, seconds counter)
- Clicking play in the animation controls starts the emote animation
- The animation controls show a playing state while the emote is animating
- The animation controls show a paused state when the emote is paused or stopped
- The animation controls show a stopped state when the emote finishes playing
- Zoom controls appear in the top-left corner and work as expected
- Emotes dropdown is hidden in the preview when playing an emote from the current collection
- Scene boundaries button (bottom-right corner) is not visible on unity wearable preview
- Social emotes play correctly on the avatar in the preview (it uses babylon preview)
- The preview background is transparent
- The avatar does not auto-rotate in the preview
- Dragging the avatar rotates the preview camera around the avatar
✅ Issues found during testing:
✅ Video evidence:
08.04.2026_08.46.20_REC.mp4
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Support unity wearable preview
Related PR: decentraland/wearable-preview#161
This pull request introduces the "Unity Wearable Preview" feature flag across the item editor and related modals. The changes ensure that when the feature flag is enabled (and the correct URL parameter is present), the Unity-based wearable preview is used instead of the legacy preview. The implementation includes updates to component props, Redux selectors, and conditional UI rendering. Additionally, the feature flag is now available in the Redux state and passed through relevant containers and components.
Feature flag integration and propagation:
getIsUnityWearablePreviewEnabledselector and integrated it into Redux state mappings forCenterPanel,CreateSingleItemModal, andEditThumbnailStepcomponents, allowing the Unity preview feature flag to be accessed and used throughout the item editor UI. [1] [2] [3] [4]CenterPanel.types.ts,CreateSingleItemModal.types.ts,EditThumbnailStep.types.ts,EditThumbnailModal.types.ts) to include theisUnityWearablePreviewEnabledflag, ensuring type safety and consistency. [1] [2] [3] [4]Conditional UI logic for Unity preview:
CenterPanel.container.tsxandCenterPanel.tsxto compute and use theisUnityWearablePreviewEnabledflag based on both the feature flag and theunity=trueURL parameter, and to pass this flag down to the preview component and related UI controls. [1] [2] [3] [4]Component and import refactoring:
EditThumbnailStepto use a Redux-connected container, simplifying usage across modals and ensuring the feature flag is available where needed. [1] [2] [3]Testing and feature selector improvements:
These changes collectively enable controlled rollout and usage of the Unity-based wearable preview, with clear separation between feature-flagged and legacy UI paths.
Screenshots
Screen.Recording.2026-04-02.at.10.37.30.AM.mp4
Test cases
Steps before executing test cases:
&unity=true. Hit enter and the page will reload. Now it should be showing Unity preview 🚀 you are ready to start executing test cases now!Here are some clues & small differences to identify babylon vs unity and ensure you are actually testing on the new unity preview!
Everything else should work the same in both unity & babylon. Some wearables may look slightly different that babylon: it's ok, the expected behavior is they look exactly the same as in Explorer alpha.
See the differences of babylon vs unity in the video:
Screen.Recording.2026-04-02.at.4.56.38.PM.mp4
Test cases:
CenterPanel
Legacy Wearable Preview
&unity=truequery param is included on the url.&unity=truequery param is not included on the url.