It's that time again! Hot on the heels of Unity 5.4 comes AC v1.53, which focuses on stability and user-friendliness.
However, this update also sees the change of AC's category in the Asset Store from Complete Project to Game Toolkit, which brings some benefits to the install and upgrade processes - but also requires a change in the licensing terms. While this change won't affect many, it's still important for everyone to be clear on what this entails:
AC is now listed under 'Editor Extensions / Game Toolkits'
While this is indeed better describes AC, Unity's Asset Store requires that it now falls under the "one license per seat" rule in the
Asset Store Provider Agreement. Please be assured that the one-license-per-seat rule will not apply to existing customers.
(Edited: This post previously stated that new projects from existing customers would also require multiple licenses)
On the plus side, this now means that you no longer have to worry about Project Settings when importing or updating AC. Previously it was important to manage these, as AC requires that certain Inputs and Layers be defined in order to run. Now, however, AC will auto-detect these missing settings, and will prompt you to allow it to make the necessary changes for you.
Comments
Upgrade notes
- Adventure Creator’s Asset Store category and licensing terms have changed - please
- All Limit Visibility components must be upgraded by viewing their Inspectors and saving the scene
- InventoryBox elements that use AC as a Source will require their “When slots is empty” property changed to “Clear Content” to revert to previous functionality
- The StopSpeaking function in Char.cs has been renamed to StopSpeakingAnimation to better reflect its purpose
Editorsee the FAQ page for more details
- Added: AC will now auto-detect the presence of required Inputs / Layers, and can make the necessary changes automatically
- Added: Upon completion of the New Game Wizard, the main Game Editor window will now open if it is not already
- Changed: Loading the 2D or 3D Demo Managers from the top toolbar will now cause a
- Changed: Improved “About” window, which now provides links to the Manual and other resources
- Changed: Minor cosmetic improvements to Game Editor window
- Fixed: Error when using Action List Editor window if no Settings Manager is assigned
APIprompt to open the relevant demo scene (Unity 5 only)
- Added: Public functions to Dialog.cs to end Speech lines
- Changed: The StopSpeaking function in Char.cs has been renamed to StopSpeakingAnimation to better reflect its purpose
Interactions- Added: Option to Cursor Manager to only animate cursor icons when over a
- Fixed: Various issues with the use of Interaction menus on Inventory items
MenusHotspot, if the Interaction method is Choose Interaction Then Hotspot
- Added: Options to Menu Manager if Input method is Keyboard Or Controller to
- Added: Option to Touch Screen input for pause Menus to respond to touch releases, rather than touch presses
- Added: Ability to not update Menu elements if the Menu is fading out
- Fixed: Unity UIs with an Appear type on Mouse Over not working for all Render Modes
Hotspotsallow the use of the cursor when the game is paused or a Conversation is
active
- Added: Ability to duplicate Menus set to appear “On Hotspot” for each Hotspot, unless Interaction menus are used
- Fixed: Minor Hotspot label issues
Inventory- Added: InventoryBox menu elements can now limit display to multiple inventory item categories, as opposed to just one
- Added: Ability to remove unused inventory item slots from a AC-Sourced InventoryBox menu element, as opposed to just cleared
- Added: Overriding an Inventory’s “use” syntax with a space ( ) character
- Fixed: Inventory Menu crashing if “Pass Hotspot as GameObject parameter?” is
- Fixed: Minor issue with unhandled Inventory item interactions
Charactersremoves it from the Hotspot label without removing the item’s name
checked without an unhandled “Use” Interaction defined
- Added: Warning message if a sprite-based character with a Rigidbody2D component attempts to move in 3D space
- Fixed: Conflict between 2D characters that use Rigidbody2D components and the “Only move when sprite changes?” feature
- Fixed: Issue with applying custom motion controllers to 2D characters
Translations- Added: Improved error messages if importing a translation file fails
- Changed: When gathering text in the Speech Manager, ID numbers are no longer re-used
Speech- Added: Conversation dialogue option labels now support variable tokens
- Added: Ability to not display subtitle Menus if a specific character is speaking
- Fixed: The OnStartSpeechScroll and OnStopSpeechScroll events are now called more reliably
- Fixed: Wait tokens tokens in scrolling speech text causing text to display longer than intended
- Fixed: Subtitle Menus set to display for Specific Characters Only also showing for narration lines
- Fixed: Animated character portraits no longer working in Unity UI
Other- Added: The “Variable: Copy” Action can now be used to convert Variables from one type to another
- Added: The “Object: Transform” Action now allows independent transformations to occur at the same time
- Added: The “Object: Send message” Action accepts parameters for the message and integer to send
- Changed: The Limit Visibility component can now limit a renderer’s display to multiple GameCameras
- Fixed: GameObject parameters not being set correctly when using the “ActionList: Set parameter” Action to affect an ActionList
- Fixed: Issue with the display of loading scenes that contain a GameEngine prefab
- Fixed: Issue with Straight To Cursor movement
- Fixed: Unity 5.4 beta compatibility issues
- Fixed: Minor Cursor issues
And in non-AC news, I somehow made a mobile game! It's called Dodgy Tunnel, and it's out for both iOS and Android. Anyone able to reach the bottom?The option you mention is there to basically stop things like Hotspot labels changing their text when fading out, and while this option should apply to both AC and Unity UI Menus, it will only affect the elements within it. Could you provide screens and a more detail description in a new thread?
Ha! I love the balloon's facial expressions on Dodgy Tunnel.
Back in AC land, what cursor issues have been fixed?
Please see AGE (Adventure Game Engine ) . It's a freeware cool engine that add Unity compiler in itself and use it for all export platform.I work with it at the moment .Main link :
http://age.seccia.com/
Desire is made with this engine
@Mehrdad: AC isn't a graphics tool, and leverages the rendering, UI and input systems that Unity provides. A standalone AC would be nice, but it's not something I'm planning.
@carlosrovira: Thank you, I agree. The way it'll better behave with other assets now was one of the biggest factors for changing it.
@Alverik: Exactly - AC has long since taken the approach of providing a solid foundation for traditional adventures, while allowing extensions through the API to cover anything else (within reason).
Version 1.53a
This isn't so much a flaw with AC itself, so much as it is a very frustrating pain point with Unity's business model that's now spread into AC.
To re-iterate: Unity have assured me that existing customers working on existing projects will not be affected. And while I apologise for and sympathise with your frustration, I hope you agree that AC is still fairly-priced given its (ever-expanding) feature set.