A mid-sized update that focuses on more useability improvements to the Editor, and build upon some of the features introduced in v1.80. Key features:
The footstep sounds system now relies on pre-defined "Surfaces" to handle what sounds should get played, making it much easier to re-use and assign across multiple scenes. Unfortunately, this does mean existing sounds will need to be updated to use this new workflow, but the end results is one that'll be better going forward. The Manual's "Footstep sounds" chapter has details.
The Character: Hold object Action no longer limits characters to holding objects in either their left or right hands. Additional points can be assigned per-character and then used in this Action, allowing for e.g. a backpack or glasses to be parented to a character to the correct place more easily.
Actions can now be grouped up in the ActionList Editor window, and then those groups can be named/tinted to make them distinct and intent more clear. The mouse cursor now also changes icon being dragged, and ActionList fields in Managers now have an icon beside them to quickly open them up in the Editor.
A new addition to the Template system is the "Animated cursor" template, which demonstrates how a Unity UI-based cursor can be animated when clicked, interacting with Hotspots, and selecting items.
The 3D Demo is now URP compatible. No need to alter materials or use a URP-only variant: the demo's materials now all rely on Unlit shaders, making them work across render pipelines.
Full changelog below.
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Characters
Footsteps
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Misc
After updating Object: Send Message no longer finds the objects via ID.
I'm trying to affect objects from an actionlist asset here:
Thanks for the alert, @Kisuarts. I've included a fix for this below:
Version 1.81.1:
It's still throwing these errors for me when using actionlist assets with parameters, not sure what's up with that.
It's a separate issue - thanks for the report. I will see this gets addressed swiftly.
Version 1.81.2:
I'm getting a compiler error after upgrading to 1.81.2:
"Assets\AdventureCreator\Scripts\Save system\RememberAnimator.cs(49,33): error CS1061: 'Animator' does not contain a definition for 'keepAnimatorStateOnDisable' and no accessible extension method 'keepAnimatorStateOnDisable' accepting a first argument of type 'Animator' could be found (are you missing a using directive or an assembly reference?)"
I'm running Unity 2021.3.5f1.
Thanks for the details. To fix: open up RememberAnimator, and change
UNITY_2021_3_OR_NEWER
toUNITY_2022_3_OR_NEWER
.Edit: Updating to the latest 2021.3 LTS release should also address it.
Fix verified! Much better solution than mine, which was "comment out code block".
I'm getting some compiler errors after upgrading to 1.81.2, one being:
Assets\Scripts\AutoSetFootstepSounds.cs(66,32): error CS1061: 'FootstepSounds' does not contain a definition for 'footstepSounds' and no accessible extension method 'footstepSounds' accepting a first argument of type 'FootstepSounds' could be found (are you missing a using directive or an assembly reference?)
I also include a screenshot of some of my First Person Player prefab objects:
https://imgur.com/a/IrhaaGC
I have used the AutoSetFootstepSounds from the AC wiki page so not sure if this affects the new setup. I've also added some things to the FP Crouch script.
I tried removing the AutoSetFootstepSounds but got heaps (15+) compiler errors all refering to the "Player" script.
UNITY 2021.3.8f1
// Magnus
Ok, I disabled the AutoSetFootstepSounds and now it works. I still cannot get the correct footstep to play based on the PhysicsMaterial (e.g. Footsteps_Grass) for the Surface with a Label "Grass", or rather, the Sound child will always play the sound for the surface with an ID of 0.
The updated Footstep Sounds workflow replaces the AC wiki script - I'll add a mention of this to the page, thanks for the alert.
I'll attempt a recreation. Could you create a new thread with screenshots that show the setup?
Version 1.81.3:
Version 1.81.4:
Hi, I had updated to this new version with a project from previous AC versions and there were some problems but I have already resolved them.
Hi Cris. I have another problem now, an almost finished game that was made in Ac version 1.79.2. In the unity version 2020.3.45 I made a backup copy of the game and imported it into another project to be safe for unity of the same version, when today I updated to the AC 1.81.2 version, 10 errors appeared. What version of unity is this latest AC update for? I was unable to resolve the errors in this game. If it's because of the AC update, do you have version 1.79.2 for download?
*48 errors
Assets\AdventureCreator\Scripts\Templates\TMPro\Editor\TMProTemplate.cs(206,24): error CS0115: 'TMProTemplate.IsExclusiveToCategory': no suitable method found to override
Assets\AdventureCreator\Scripts\Templates\TMPro\Editor\TMProTemplate.cs(205,23): error CS0115: 'TMProTemplate.OrderInCategory': no suitable method found to override
Assets\AdventureCreator\Scripts\Templates\TMPro\Editor\TMProTemplate.cs(204,19): error CS0246: The type or namespace name 'TemplateCategory' could not be found (are you missing a using directive or an assembly reference?) ...and others more
I had to redownload the latest version of Ac and reinstall it again. The errors disappeared, however the triggers and colliders and all the gismos appear in the game scene and the skin on the player's bones became displaced and lost its animation or the animation no longer works... the Ik manager 2D in the new project had not been Even after installing Ik it didn't work anymore.
https://uploaddeimagens.com.br/imagens/18AnMV8
The error messages suggest AC was only partially imported - you'll need to import all of AC (especially its Scripts folder) when updating.
This is a case of the Game window's "Gizmos" button being enabled - expand the Game window to reveal it (in the upper-right corner) and disable it to hide gizmos.
Share more details in a new thread, but I'm not sure how AC would be related here. Were you modifying any AC animations/prefabs as part of your own project?
Hey Chris!
Quick question regarding the removal of the Scene Manager's "On variable change" logic: What was the reason behind this change?
On one hand I can see how the "Event runner" component can be a good substitute, but on the other hand it looks like the "Event runner" component only supports ActionList Assets and not also ActionLists defined inside the Scene.
So in my case -where I was relying on the "On variable change" logic- do I need to implement some custom logic now instead?