Remaking Unity's adventure game Running time: 2hr 30min Unity made their own adventure game as part of Unity 2016's Training Day, complete with snazzy graphics and bad jokes we all love the genre for. Here, we "borrow" that game's assets and rebuild it with AC. This is intended as an introduction to AC for those already familiar with Unity, but is also a good choice for anyone looking to make a 3D game.
Making a 2D game Running time: 1hr 29min This is a remake of the old 2D tutorial, so it's probably not worth revisiting if you're already been through that one - though it does cover "Choose Interaction Then Hotspot" mode now. This remake was necessary because there have been a few minor changes to AC's interface and worfklow since - and while the old video could still be followed, it's intended as an "AC crash course" so ideally should be kept up-to-date.
Upgrade note Before deleting an ActionList parameter, any "ActionList: Run" Action needs to have its UI viewed to upgrade it so that data is not lost
Added: New options in "Player: Switch" Action to control the replacement of NPCs when it results in switching to a new scene
Added: Button menu elements can now use variable text tokens
Added: "Move player" option to the "Object: Transform" Action
Added: "Single Keypress", “Button Mash" and "Hold Key" QTEs now work with touch-screen taps if no input axis name is supplied in the "Input: QTE" Action
Added: Parameter-selector fields now show parameter IDs at the end of the label, so that they can be sorted into popup folders with forward-slashes
Added: If a GameObject parameter does not have the expected component, a warning message will show in the Console when referenced
Added: Ability to re-arrange parameters in ActionList Inspectors
Added: Timed Conversations can be given no default option, causing the Conversation to just end if the timer expires
Added: Ability to set a time limit to the "Character: Move to point" Action, and have the character stop or teleport if the timer is exceeded
Added: [paramlabel:X] text token - when used to reference a GameObject parameter, it is replaced by the GameObject's label, or Hotspot/Character label if one exists
Changed: The MainCamera's Culling Masks are no longer tightly controlled when using 2.5D cameras, other than the BackgroundImage layer being removed
Fixed: Parameter values in the "ActionList: Run" Action becoming mismatched if the referenced ActionList's parameters are modified
Fixed: "Vector3" parameter values not being modifiable in the “ActionList" Run Action
Fixed: Typo in the "Custom save formats and handling" chapter of the Manual
Fixed: Character rotations reverting once the "Object: Transform" Action is used to turn them
Fixed: ActionList Editor window sometimes opening inappropriately when double-clicking a Console message
Fixed: 2D Demo's Interaction menu not centering over the cursor
Fixed: Actions inserted after others in the ActionList Editor not having the correct "After running" settings
Fixed: If the "Inventory: Add or remove" Action is used to remove the currently-selected item, the item is now deselected as well
I just tested a full AC game on iOS with 1.60.4. Everything works, save games, etc. but all warnings concerning this issue (Fixed: Parameter values in the "ActionList: Run" Action becoming mismatched if the referenced ActionList's parameters are modified) need to be fixed or the game will hang.
Version 1.60.5 brings some attention to Timeline, and some minor tweaks:
Upgrade notes
The RuntimeInventory script’s localItems List is now read-only - the script’s functions can be used to modify the player’s inventory through code
If a Hotspot interaction's "Player action" is "Turn To Face", the player will face the Hotspot's "Centre-point override" if one exists
If the "Engine: Wait" Action is given a negative "Wait time", the Action will wait for frame
If the "Player: Constrain" Action is used to modify a pathfinding player’s "Walk/Run" state, they will continue pathfinding at the new speed
Added: The "Engine: Control Timeline" Action now supports the remapping of track bindings and replacement of Timeline assets
Added: The "Remember Timeline" component can now save the track bindings if they have Constant ID values
Added: The "Remember Timeline" component can now save the Timeline asset, provided it is in a Resources folder
Added: Public functions to PlayerMenus to update and draw Menus created through custom scripts
Added: Minor optimisations for moving characters
Changed: The RuntimeInventory script’s localItems List is now read-only - the script’s functions can be used to modify the player’s inventory through code
Changed: If a Hotspot interaction's "Player action" is “Turn To Face“, the player will face the Hotspot's "Centre-point override" if one exists
Changed: When an Interaction menu element is clicked, the Menu now transitions out, instead of turning off instantly
Changed: If the "Player: Constrain" Action is used to enforce running, the Player will also run when moving to Hotspots
Changed: If the "Player: Constrain" Action is used to modify a pathfinding player’s "Walk/Run" state, they will continue pathfinding at the new speed
Changed: If the "Engine: Wait" Action is given a negative "Wait time", the Action will wait for one frame
Fixed: Issues with re-orderable inventory menus after changing scenes
Fixed: The “ToggleRun" input run not being listed in the Manual's "Input descriptions" chapter
Fixed: Player colliders sometimes blocking clicks to 2D NavMeshes in Unity 5.6 or newer
Fixed: Games sometimes not leaving "Cutscene" state after resuming an ActionList asset
Version 1.60.6 was quickly followed by .7 for a minor backtrack, so I'll merge the release notes:
Upgrade note
Characters will now turn instantly if their turn speed is negative
Added: Option for "retro-style" character movement when pathfinding - useful for low-resolution 2D games
Added: Ability to optionally set a new Video Clip when using the "Engine: Play movie" Action to manipulate a Video Player
Added: Ability to include the video clip asset in the "Remember Video Player" component
Added: The "ActionList: Set parameter" Action can now copy its own ActionList's parameter values onto the one referenced
Added: "Responds to" field for Unity UI-based InventoryBox elements when right-clicking won't examine the item
Added: If a duplicating Subtitles menu is positioned "Above Speaking Character", it can optionally not follow the character as they move
Added: The "Save: Check" Action can now be used to check if a profile with a given name exists
Added: Ability for "Choose Interaction Then Hotspot" mode to run the selected-Hotspot's first "Use" interaction by invoking the "DefaultInteraction" input
Added: Functions to the Hotspot script to more easily retrieve an Button for a given interaction or inventory item
Added: Warning message if a Menu is set to render with Unity UI, but no Linked Canvas is supplied
Added: If a node is inserted in between two others in a Path, its default position is now the average
Changed: If a character has zero turn speed, they will now turn instantly
Changed: Characters will now turn instantly if their turn speed is negative, not zero
Fixed: “On Start” cutscene not running when a scene is added with the “Scene: Add or remove” Action
Fixed: Hotspot inventory interactions not showing the "Use/Give" choice for 2D NPCs if appropriate
Fixed: "Combine interactions work in reverse?" option not always showing when appropriate
Fixed: Existing SimpleCamera prefabs not being listed in the Scene Manager
Fixed: Warning messages showing when Unity UI-based Menus use Custom Animation for transitions (Unity 2017 and newer)
Fixed: Rare issue in which the game state is incorrect when a background Cutscene is run while the game is paused
Fixed: "Character: Move along path" Action not skipping correctly
Fixed: Minor errors with Manual
The big takeaway from this update is the new "Retro movement" option for characters, which causes them to beeline when pathfinding and turn instantly. This looks less natural, especially in 3D, but in low-res 2D games helps to emulate the classic movement seen in the old SCUMM/SCI games.
I installed the latest version on a new project, then opened the 3D demo (made sure to load 3D demo managers), then tested. Using custom made navigation mesh Point and Click works as it should, but if I then switch to Unity Navmesh, bake the navmesh, then play, it doesn't work at all. Tinpot can still path find just fine if I click on hotspots though. Anyway, maybe something has changed since I last used Point and click movement? -Well, it's been ages... (I mostly only use fp or direct control). but last time I tried I think all I had to do was select Unity navigation under the Scene tab and bake a navmesh. Is this a bug or am I missing something?
Thanks, but Polygon Collider is for 2D only... In 3D it's either custom mesh or Unity Navmesh. Anyway, I'm in no hurry (not doing a regular point and click right now... but maybe soon). I just find it odd that it doesn't work with a Unity Navmesh the way I remember it...
Indeed, the collider must also be on the NavMesh layer in order to be clickable. If TinPot is still navigating correctly via Hotspots then that sounds like the most likely cause.
@zebbi: Be sure to re-assign your Managers after updating before opening your scene. You can also omit importing the "AdventureCreator/Resources/References" file to prevent this step.
Comments
Remaking Unity's adventure game
Running time: 2hr 30min
Unity made their own adventure game as part of Unity 2016's Training Day, complete with snazzy graphics and bad jokes we all love the genre for. Here, we "borrow" that game's assets and rebuild it with AC. This is intended as an introduction to AC for those already familiar with Unity, but is also a good choice for anyone looking to make a 3D game.
Making a 2D game
Running time: 1hr 29min
This is a remake of the old 2D tutorial, so it's probably not worth revisiting if you're already been through that one - though it does cover "Choose Interaction Then Hotspot" mode now. This remake was necessary because there have been a few minor changes to AC's interface and worfklow since - and while the old video could still be followed, it's intended as an "AC crash course" so ideally should be kept up-to-date.
Upgrade note
Before deleting an ActionList parameter, any "ActionList: Run" Action needs to have its UI viewed to upgrade it so that data is not lost
Upgrade notes
Upgrade note
The big takeaway from this update is the new "Retro movement" option for characters, which causes them to beeline when pathfinding and turn instantly. This looks less natural, especially in 3D, but in low-res 2D games helps to emulate the classic movement seen in the old SCUMM/SCI games.