As if by magic.. an update appeared. Key features this time:
Node-based ActionList Editor. This replaces the old editor window, but not the Inspector. It makes it MUCH easier to re-arrange and understand complex ActionLists, and I hope is intuitive enough to understand. Look
here for a demonstration video.
Widescreen support. Also Letterboxing. Inside the Settings Manager, you can optionally set your game's aspect ratio, and black borders will appear either horizontally or vertically if the screen's AR is any different. Menus and Cursors are also prevented from entering these borders.
Engine: Change scene settings Action. This replaces the Engine: Change NavMesh Action (don't worry, it's converted automatically). As well as being able to change the NavMesh, you can use this Action to also change the Default PlayerStart, Sorting Map, and Cutscene On Load/Start. To preserve these changes across save games, just attach a ConstantID script to the changed objects.
Unity Sprites Complex animation engine. I actually don't recommend this being used unless you have very specific animation needs, as it makes the process of creating 2D characters much more laborious. Much like the Mecanim integration, this engine basically requires you to design your own FSM, and AC will adjust a few Mecanim parameters when appropriate. As well as the usual "Move speed" float etc, this engine also drives a "Direction" integer, which can be used by your FSM to play different animations based on facing direction. This way you can have very specific transitions, such as Broken Sword-style "Walk Left -> Walk Down" smooth transitions.
And many more updates/fixes besides. Full changelog:
- Added: Node-based ActionList Editor window - Actions can be re-arranged and connected via sockets
- Added: Widescreen support - set your game's aspect ratio in the Settings Manager
- Added: "Engine: Change scene setting" Action - replaces "Engine: Change NavMesh", use to change default settings
- Added: New animation engine: Unity Sprites Complex - provides complete control over sprite-based Mecanim FSMs
- Added: Option to retain a GameObject's ConstantID number when used as a prefab
- Added: Option to manually set a GameObject's ConstantID number
- Added: Music can now play across scenes - follow instructions in the Inspector for Sound objects
- Added: New animation engine: Unity Sprites Complex - provides complete control over sprite-based Mecanim FSMs
- Added: Ability to treat carriage returns in Play speech Action as separate speech lines - enable in the Speech Manager
- Added: Ability to "click to complete" scrolling speech text before manually skipping it - find in the Speech Manager
- Added: Ability to set per-Character speech text colour - enable in the Dialogue Line label Inspector
- Added: Ability to disable automatic height-adjustment for Dialogue Line labels set to Manual size
- Added: Ability to cancel Interaction menus by clicking off them for Choose Hotspot Then Interaction mode
- Added: Field for optional "Walk" cursor in Cursor Manager
- Added: Saved game "Time display" setting to Settings Manager - use to display date, date and time, or neither in save lists
- Added: Ability to filter declared Inventory Items by name
- Added: Option for FollowSortingMap script to affect child renderers
- Added: Ability to set a separate directory for custom Actions within Actions Manager
- Added: Ability to define "Unhandled" interactions for individual Inventory Items
- Added: Ability to disable need to double-tap to interact with Hotspots when using Touch Screen input
- Added: Ability to save and load visibility data of child GameObjects with Remember Visibility component
- Added: Option to disable active Inventory cursor with a left-click - find in Settings Manager
- Fixed: Actions can now "skip" to ones that precede them in the ActionList
- Fixed: Changing an Action's type losing it's "After running" settings
- Fixed: 3D Players with "Tank controls" will animate backwards when moving back (in Mecanim, Move float is reversed)
- Fixed: Touch-screen devices taking the average position when multiple taps are detected
- Fixed Player still moving after changing scene due to a Trigger
- Fixed: Problems with playing lengthy Character walk and run footstep sounds
- Fixed: Action running a new Cutscene after finishing, if it was set to "Run cutscene" but then changed to something else
- Fixed: Player not moving if clicking on a Hotspot while in Choose Interaction Then Hotspot's "walk" mode
- Fixed: Sprite-based Characters frame-flipping even if setting is not currently available
- Fixed: Automatically-set ConstantID numbers being negative
- Fixed: Interaction menus not always appearing in correct position
Comments
@Guran: The manual was updated as usual - I just forgot to change the version number on the front
Thanks.
@danielvierna - "Disable with left-click", under the Inventory settings, allows you to de-select an Inventory cursor with a left-click, when not clicking on a Hotspot. Though I've found an issue with some modes, which will be fixed in the next update.
And stupidly, "Change for inventory" doesn't do anything! And worse, I can't remember for the life of me what it was supposed to do. I'll remove it in 1.30, unless I remember.
Hehe. Don’t be too hard on yourself, Chris
It could be due to that issue you found with "Disable with left-click" but in my case, left-clicking always deselects the selected inventory item, no matter what I choose in this setting.
As for the "Change for inventory" setting, from its name I thought it would either change the cursor to Examine/Use cursors when hovering over inventory items or not (leaving the default cursor in place). When I switched from version 1.27 to 1.29 I noticed the cursor now changes to the Examine cursor when hovering over inventory items and I thought maybe you wanted to add this feature only as an option and added the "Change for inventory" setting to let the user decide whether to activate this new feature or not. Could that be the case?
And speaking of this new feature, I was wondering why only the Examine cursor is displayed over inventory items but no Use cursor. Is there a way to display the Use cursor as well to let the player know that left-clicking would result in grabbing the item (or some other user-defined usage)? Maybe I should be starting a separate feature request but as we’re already on the subject here, I think it would be great if we could tell each and every inventory item which cursor should be displayed when hovering over it, in much the same way we do so with the "Cursor icon" in a Hotspot’s Use interaction.