Version 1.61 brings in a bunch of refinements and features - chief among them 2D head-turning, improved navigation of direct-controlled menus, and performance enhancements.
The performance boost should improve startup times a little - particularly on mobile. However, because it's achieved with a re-write of how AC tracks scene objects, I'll need some testers to put it through its paces before an official release.
If interested, please post a reply. Thanks for reading.
Current changelog:
Upgrade notes
- When left-clicking a Hotspot with no Use interactions in Context Sensitive mode, the Player will move to the Hotspot's "Walk-to Marker" if one is defined
- The _Camera script now has a Start function - any custom cameras that derive from it need to override it
- Calling StateHandler's GatherObjects function is no longer necessary after adding or removing objects from the scene via custom script
2D characters
- Added: Independent head-turning for 2D characters
- Added: Sprites Unity-animated characters can opt to have their head animations played on a separate layer, allowing for independent moving and talking
- Added: Ability to snap "Facing angle" parameter for Sprites Unity Complex characters to the nearest 45 or 90 degrees
- Added: Ability to explicitly assign a Sprites Unity character's Animator if one is not present on the sprite child
- Fixed: "Turn float" parameter for Sprites Unity Complex characters not being set correctly when walking
- Fixed: Error with Sprites Unity-animated characters that have lip-syncing enabled but no Talk animation supplied
Menus
- Added: Overhaul of AC-menu keyboard navigation - Horizontal and Vertical axes will now select the most natural element
- Added: Option to not update Label elements of type "Hotspot" while the player is moving to a Hotspot
- Added: Ability to set a mouse-over cursor when interacting with Drag menu elements
- Changed: When directly-navigating an AC Slider menu element, the Horizontal axis is now used to change its value - not the InteractionA button
- Fixed: Critical bug with Unity UI-based Menus and loading screens
- Fixed: Default SubtitlesUI menu prefab not allowing for dynamic positioning
Speech
- Added: Option to not play character talking animations forever if a speech line is set to display until the user skips it
- Added: Minor cosmetic improvements to Phonemes and Speech Tags editor windows
Navigation
- Added: Minor visual improvements to "Retro-mode" character movement
- Added: Improved interface when defining holes in a 2D Navigation Mesh
- Added: Exposed shared-layer separation distance for Sorting Maps in GameEngine's SceneSettings component
- Added: Warning message if no Default NavMesh assigned when using Point And Click movement
- Fixed: Characters moving without pathfinding via the "Character: Move to point" Action being interrupted if the active NavMesh is changed
- Fixed: Footstep Sounds component playing sounds automatically even when set to play only via animation events
Hotspots
- Added: Ability to prevent Highlight component from working automatically when its associated Hotspot is selected
- Changed: When left-clicking a Hotspot with no Use interactions in Context Sensitive mode, the Player will move to the Hotspot's "Walk-to Marker" if one is defined
Other
- Added: General performance improvements
- Added: Asset license file to the 2D Demo's Graphics folder
- Added: Manual chapter on the Highlight component
- Changed: Calling StateHandler's GatherObjects function is no longer necessary after adding or removing objects from the scene via custom script
- Fixed: Conversation's "TurnOff" method turning off the active Conversation even if it is not the same as the one invoked
- Fixed: Player jump animations not playing in Unity 2017.3
- Fixed: InputGetFreeAimDelegate override for free-aiming not having an effect when using Touch Screen input
- Fixed: Calling a Highlight component's HighlightOnInstant method brightening materials even if auto-brightening is disabled
- Fixed: Minor cursor display issues
Comments
Count me up!
@Mehrdad: No, this is the 2D equivalent of the head-turning feature that is already available in 3D. It means you can have a 2D character face Hotspots with their head automatically, or any given character through the Character: Face object Action.