A small update, admittedly, but it's come to my attention that a couple of features have stopped working because of some hugely obscure tweaks with the more recent versions of Unity, so please pay special attention to the upgrade notes if you're working in 2D. Still, a few nice features thrown in for good measure, particularly for 3D games.
Sprite-based NPCs
Up until Unity 4.5, Box Collider 2D components placed on an NPC's root object would remain the same size as the NPC turns, so long as a Rigidbody was also attached. This is no longer the case. This means that you'll need to move both the Box Collider 2D (The Trigger collider than makes the NPC interactive), and the Hotspot component onto the sprite child instead. The easiest way to do this is to copy the components from one object to the other, by clicking the cog icon to the top right of each.
Save game resources
AC is able to save/load certain changes assets in your game, such as a Character's walk sound, or (in the case of Legacy-based Characters) standard animation clips, provided that these assets are placed in a Resources folder. Pre-Unity 5, their placement in a Resources folder was the only requirement - but now, their filenames must also be unique. This is because instantiated prefabs no longer share their Instance ID with their linked asset file (I told you it was obscure!)
And the full changelog:
Upgrade notes
- Save game files made pre-1.45 will not be compatible with 1.45
- Due to changes in Unity 5, Resources assets referenced by save game files must have unique filenames
- With sprite-based NPCs, is is now advised to place their Hotspots and Box Collider 2Ds on the sprite child, rather than their root
Mecanim
- Added: Ability for Mecanim characters to play head and mouth animations within the Dialogue: Play speech Action
- Added: Ability to define a neck bone to Mecanim-based characters, for more accurate head turning
- Fixed: Mecanim characters rarely playing walk animations inappropriately
Cameras
- Added: GameCamera pitch angles can now be driven by more than just the target’s height
- Fixed: GameCameras not always returning to their original position when restarting a scene in Unity 5
Hotspots
- Added: Ability to override a Hotspot’s centre point (as used by icons and head-turning) with a separate transform
- Changed: Ability to disallow Interactions when cursor is unlocked is no longer limited to Ultimate FPS games
- Fixed: Player characters stopping abruptly, rather than smoothly, when reaching Hotspots
- Fixed: Characters rarely not being able to move toward Hotspots with Direct-control movement
3D Characters
- Added: Ability to temporarily lock Hotspot facing with “Player: Constrain” Action
- Added: 3D character head-turning is now more natural-looking
Ultimate FPS
- Fixed: Rotation problems with UFPS characters
Sound
- Fixed: Paused sound occasionally resuming while a pause Menu is still turned on
- Fixed: Volume of music set to play while paused not immediately updating when change in Options menu
Inventory
- Added: Ability to display Crafting Menu elements as text-only
- Fixed: Error when crafting a recipe that requires one of a particular ingredient
- Fixed: Inventory icons showing at cursor even if set not to in the Cursor Manager
- Fixed: Inventory interactions occasionally being ignored if they are enabled mid-game
Editor
- Changed: Actions can no longer be copied while a game is running
- Fixed: Creation of scene prefabs not being registered in Undo buffer
2D Characters
- Fixed: 2D NPCs walking off the NavMesh when told to keep out of the Player’s way
- Fixed: Characters lip-syncing with Salsa 2D not reverting to phoneme “0” when they stop talking
Other
- Added: RememberMaterial component - add beside Renderer components to record changes in materials
- Fixed: The start delay of a Cutscene being ignored if the Cutscene is re-run by itself
Don't forget to back your project up! Upgrade instructions can be found in section 1.6 of the
Manual.
Comments
@shredingskin: v1.44 brought an option to tie movement speed to axis magnitude, but that's all - check the movement settings within the Settings Manager.
@radiantboy: The anim features aren't anything you couldn't do with the Character: Animate Action, but I found myself running such animations on new layers like that with my own game, so it made sense to add functionality there.
I'm a new AC user, and I just wanted to take a moment to say what an impressive and full featured asset this is! Honestly, as I trolled through the possibilities, I came away stunned and excited. Fantastic work, and thanks!
And I'll keep you posted as to the status of my global domination (and your private island)
@hedgefield: Have you been through the Upgrade notes for each release? That's a fair jump between updates, so the notes in the changelog.txt will tell you of any such changes. I don't quite follow you re: the setgeometry, so please also open a new thread for this.