AC's focus on refinement continues.. The main features:
Import and export wizards
Not a groundbreaking feature, but one that those with big, multi-language projects will appreciate: new wizards for the exporting and importing of game text CSV files give you the ability to carefully choose exactly what gets imported, exported, and in what order. The number of modified lines upon a succesful import is now listed, too. Don't worry - this won't affect pre-existing translation files, however you will need to explicitly state which column represents the translation when importing.
Multi-polygonal 2D pathfinding
This is somewhat experimental, but testing has been promising: 2D NavMeshes can now be expanded upon by adding additional PolygonCollider2D components to the NavMesh gameobject. These colliders must be kept separate from one another, and the idea is that they allow for characters in separate rooms to navigate without the need for a connecting strip. The caveat, however, is that the character evasion and "NavMesh hole" features will not work in these additional colliders.
Community wiki
Not technically part of this update, but the community-led
AC wiki site is now populated enough to warrant a mention here. This is intended as an unofficial supplement to AC's education resources, so if you have a custom script, Action, or a general tip when it comes to working with AC please share it! Credit goes to
@Alverik for spearheading this project.
And the full changelog:
Upgrade notes
- The ability to import and export all translations at once is moved to the new text import and export wizards (workflow changes, but functionality is retained)
- Narration speech text scroll audio is now defined by a separate field
- Camera shaking is no longer ceased when the game is saved or loaded
Game text
- Added: Game text import and export wizards - use for greater control when importing and exporting text listed in the Speech Manager
- Added: Option to transfer "Dialogue: Play speech" Action comments to speech line descriptions when gathering text in the Speech Manager
- Changed: The ability to import and export all translations at once is moved to the new text import and export wizards (workflow changes, but functionality is retained)
- Changed: For performance, game text is no longer listed in the Speech Manager while the game is running in the Editor and not paused
Speech
- Changed: Narration speech text scroll audio is now defined by a separate field
- Fixed: Issues with subtitle display if a speech line contains a [continue] tag followed by a [wait] tag
Parameters
- Fixed: ActionList asset parameters sometimes syncing with scene-based ActionList unintentionally
- Fixed: ActionList asset GameObject parameters not always being correctly assigned
- Fixed: Display issue with "ActionList: Check parameter" Action's GUI
Menus
- Added: If the New Game Wizard is used to create a "Default AC" interface, copies of the UI prefabs are created to aid in later switches to Unity UI
- Added: "OnGenerateMenus" event - use to perform custom code when the Menus are generated upon the game's start
- Fixed: Issues when removing the first page of a Journal
Camera shaking
- Changed: Camera shaking is now stored in save games, and no longer ceased when the game is saved or loaded
- Fixed: "Camera: Shake" Action having an effect when the game is paused
Other
- Added: Isolated areas in 2D NavMeshes can created by adding extra PolygonCollider2D components to the same NavMesh GameObject
- Added: Ability for Triggers to react during gameplay, cutscenes, or both
- Added: Auto-created ActionList asset files are given default names that better describe their function
- Added: Warning message if a Player GameObject is not tagged as Player
- Added: Manual section on integrating AC with other gameplay types
- Fixed: Rotation issue with "Object: Transform" Action
- Fixed: Sound volumes not updating correcting immediately when a scene starts
Comments
Thank you!
Version 1.54a
Version 1.54b
Version 1.54c
Huntin' more bugs than Starship Troopers! Good work Chris.