The focus on this release is on small refinements and fixes, over big new features. Of note:
Previously trialled in the wiki before official incorporation, Triggers have a new "Detection method" field - allowing them to optionally detect an object by its origin's position instead. This does away with the need for the object to have a Rigidbody, and is particularly useful in 2D.
Available on the Downloads page is a new "Node" template, a script-heavy package that demonstrates how to limit character movement to pre-determined positions.
AC's "Speech" Timeline track type gets further attention, with the ability to preview speaker names, and more robust integration with the Speech Manager.
Freezing individual positions of a Rigidbody is now respected, making it easier to create "1D" style games where the Player can only move along e.g. the x-axis.
AC's IK head-turning implementation has been a bit erratic lately, with changes made to fix issues having unintentional consequences. This update attempts to resolve such issues, and also allows you to control the influence of head-turning on the body and eyes.
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Comments
And the full changelog:
Version 1.67.0
Upgrade notes
Triggers
Actions
ActionList parameters
Speech
Characters
Editor
API
Menus
Misc
As always, back up those projects first!
Thank you Chris! Was truly looking forward or many of the improvements you have done!!!
But... I've some troubles with the new version...
I'm using Unity 2018.3.10f1
AC 1.67 (this last update)
My game is a 2D classic point'n'click.
All work well with version 1.66.7. But the first two times I tried to import into my project AC 1.67, my Unity crashed (without anything to report/log). On a third time it worked correctly, but my Sprite was "invisible". After a bit I discovered it changed on its own the shader, so I've to reassign it manually (I've a custom one). Ok, no problem. Solved but weird it happened...
Done that, I discovered that my following NPC (I've two swappable characters, one follows the other when not player) is walking around randomly. It follows a bit, then go nuts and walk around nonsense. I've a simple action "NPC Follow: Start Following" with "Randomise Position" unchecked, then some values for distance and updating time. And everything works perfectly on AC 1.66.7. But with 1.67, not sure why, the NPC that follows just walk up and down crazily... going out of screen, not following the NavMesh, just totally random walking back and forth!
Another problem is that my player doesn't follow the "Face after moving". For example on a simple hotspot, I've a "Walk to Marker" with "Face after moving" checked. The thing is: my player walk to the marker, but then it's not facing the marker orientation. And again, this was working perfectly on the previous version. (P.S. just noticed it faces it correctly on a second click, when I'm already at the marker)
What might cause all of this? Am I the only one having those issues?
Just to be sure:
I imported ALL from the AC new asset. Then I re-assigned all my managers back to my custom working ones.
I haven't touched anything else... Just imported, re-assigned the managers, launched the game... then discovered those issues!
As always, thanks a lot for your time!
@chaosmonger: Have you re-assigned your game's Managers after upgrading (as covered in the Manual's "Updating Adventure Creator" chapter?
With the sprite material issue, if it's part of an AC prefab then importing that prefab in from the AC update package will cause it to revert. I don't know what object you're referring to.
Please elaborate on the following NPC and character facing issues in new threads - with screenshots and full details.
Ok, I've replied on a new thread, HERE.
Thanks!
Version 1.67.1
Perfect Adventure Creator. I found this on
Unity asset store 🔰🔰
https://assetstore.unity.com/packages/templates/systems/first-person-narrative-adventures-complete-puzzle-engine-131623
First Person Narrative adventures + complete puzzle engine
That asset is look amazing but i don't try it.
There have 7 type of puzzle
( Code,Slide,pipe,Gears..etc) ready made and
Easy to use Function..
If Adventure Creator also have Ready made
Puzzle system ...Your Adventure Creator is perfect and unique asset ever...
I am hardcore AC fan and this is just suggestion... Thank You 🙂🙂🙂
Thank you for the feedback, @Yokee.
Version 1.67.2:
Version 1.67.3:
Version 1.67.4:
Version 1.67.5:
I got the following error message whenever I click on entries in the ActionsManager:
Instance of ActionEvent couldn't be created. The the script class needs to derive from ScriptableObject.
UnityEngine.ScriptableObject:CreateInstance(String)
AC.AdventureCreator:RefreshActions() (at Assets/AdventureCreator/Scripts/Managers/Editor/AdventureCreator.cs:511)
AC.AdventureCreator:OnGUI() (at Assets/AdventureCreator/Scripts/Managers/Editor/AdventureCreator.cs:353)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
It doesn't seem to affect anything by the way, everything still works. Happens in 2018.3 and 2019.1b10
I get no such message myself - do you have custom Actions loaded, or non-Action scripts placed in your Actions folder?
What does the Console report after placing the following in between lines 510/511 in AdventureCreator.cs?
Yes I have quite a few custom actions. This is what the Console reports:https://imgur.com/a/YeQ14sf
Have you modified "ActionEvent.cs" in any way? Or are any custom scripts named similarly?
Does the issue go away if you assign the Demo game's Actions Manager, Demo_ActionsManager as the asset file at the top?
Just tried it, the same happens with the demo_actionManager too... I didn't modify actionEvent.cs, it's a relatively new action isn't it? I think I had noticed that error from the beginning on but just ignored it, since it didn't seem any negative effect... Maybe about 2-3 months? I was thinking that it would be resolved with one of the updates as most things do
I also looked into my custom actions, but there is nothing similarly named.
Object: Call event's been around since v1.49. Is it listed in the Actions Manager, and available in the drop-down when creating a new Action?
Well now that you say... no it doesn't...
What platform are you working on, and do any other error messages appear?
I'm working on Mac and Windows, it appears on both, and that's also the only one.
I also searched in my solution if there is possibly something called similar, then noticed that behaviour designer had an actions folder too, so I tried removing to check if it has something to do with that, but it didn't help either.