This one being a round number, I thought it ought to be a big one. Key features:
Skippable CutscenesThis was a planned feature ever since the initial release, but wasn't possible until the ActionListManager script was introduced. All scene-based ActionLists can now be marked as "skippable" (on by default), allowing them to be skipped when the "EndCutscene" input button is pressed. A couple of points about upgrading:
- Though this will work straightaway for the majority of Actions, animations that aren't Legacy may continue to play even if the ActionList is skipped. Animations must be played, in case a Mecanim FSM causes the animation to trigger something else, for example, so it's important to return such animations to their "Idle" state at the end of the ActionList, even if this state occurs naturally when the ActionList runs normally. You can see an example of this in the 2D Demo's Park scene, at the end of the "Intro2" Cutscene.
- Custom Actions will need to be updated if they aren't instantaneous (as in, they occur over more than one frame). An override-able Skip function is called when an Action is skipped - by default this will simply run the Run function, but for non-instantaneous Actions they will need to perform the final result of the Action in one call.
ContainersA new "Logic" prefab available in the Scene Manager, Containers are scene-based collections of Inventory items, and a handful of new Actions let you manipulate them as you would Inventory. Although they aren't common in "traditional" adventures, they are useful when making a more RPG-type game, where you want to loot cupboards/chests etc, or even store items in a place for safe keeping. The InventoryBox menu element has been upgraded to work with them too, and both the 3D Demo and 2D Demo Menu Managers have a new Container Menu to demonstrate their use.
Engine: Manage systems ActionThis Action gives you fine control over which of AC's systems are currently active. You can disable things like the cursor, menus, input, point-and-clicking etc all separately. The intention is to make it easier to integrate AC with other game types. This'll need some "real world" cases to really fine-tune, but I hope it's a good start.
Animated GameCameraThis new camera type has two uses: either plays an animation when switched to (for nice movement in Cutscenes), or plays a fixed frame of an animation based on the Player's position on a Path. This allows for "God of War"-style camera movement, whereby it follows a very controlled motion as the Player moves about a complex scene. Just be sure to keep the Path to one side of the Player - it gets a bit confused if the Player crosses the Path, and check the manual for correct positioning when angles are involved.
Float variables and ForumlasFloat variables: no explanation needed. But Forumlas are a new option when using the Variable: Set Action to change the value of either Integers or Floats. You can type in a formula for it to process: e.g. "2 + 3". You can also use the values of other Variables, by referencing their ID number (listed in the Variables Manager), e.g. "2 + 3 - [var:12]" to use the value of Variable 12.
PlayMaker Global variablesIf you are using PlayMaker, you can link your AC Variables to PlayMaker's Global Variables. It's a per-variable setting in the Variables Manager, and you can also choose whether AC or PM decides the "initial" value of the AC Variable. Using this, you can use the Variable Set/Check Actions to affect PM Vars, and also store their values in save games (automatic).
And the full changelog:
Upgrade notes:
- The ability to lock saving games has been moved from the Player: Constrain Action to Engine: Manage systems Action
- Object: Animate actions - If you use any for BlendShapes on Mecanim objects, they will need to be rebuilt
- Custom Actions that are not instantaneous must have a new function "Skip" that performs the final result of the Action
- Skipping cutscenes: Non-Legacy animations are liable to continue playing once a Cutscene has ended - to combat this, end your Cutscene with an appropriate Idle or reset animation
Comments
@Antonis: I'd suggest you back up your game before upgrading, as a rule, but generally the procedure is indeed to replace the old version.