A wide-ranging update with optimisations, fixes and new features. Key among them:
Three new text token types:
AC's draggable system has always been somewhat of a niche feature, but has its uses in the right circumstances. This update removes a fair amount of automated control over various physics settings (e.g. a Rigidbody's Mass and Drag values), in favour of letting the user dictate exact behaviour. New features include being able to define snap points along a track (i.e. regions that an object will naturally gravitate towards when let go), and a new "Cursor Position" method of calculating drag-based movement. This method is best used when tracks are viewed head-on (i.e. a clock-face viewed from the front), but should feel more intuitive when used on e.g. mobile devices.
While the majority of users will skip this one over, there are those who prefer (or need) to generate their ActionLists through scripting. This update gives each Action a new static function (or several) that generates a new instance with its values pre-populated. This make it much easier to e.g. create sequences at runtime, or procedurally-generate them ready to be edited as normal later. The included "Scripted Action List Example" script takes you through a couple of demonstrations with comments throughout.
Better late than never. If a running Action outputs a message or warning to the Console, the exact Action and ActionList it's from are now included in the text.
It looks like you're new here. If you want to get involved, click one of these buttons!
Comments
And the changelog..
Upgrade notes
Variables
Draggables
Speech and text
Menus
Documents
ActionList Parameters
ActionLists
Audio
Characters
Cameras
Misc
Wow, these are all amazing! The scripted actionlists may be the thing that makes me give AGS up for good.
Can't wait to dig into this stuff!
Thank you so much, I didn't expect the fix to the tank-controls bug to be up so fast. The other updates seem very cool too.
Yay!! Lots of goodies in this update.
That's really nice... trying out the scripted actionlists it seems you can either convert the script to an actionlist asset while it's running if you attach a cutscene script, or you can use object>call event to run from an actionlist. (From what I can tell. Is there a preferred way to run it in game?)
I recommend only dealing with scene-based ActionLists, and not assets, during runtime as the behaviour may differ once in a build and not in the Unity Editor.
Awesome stuff!
Thank you so much Chris!!
Version 1.69.1:
Super work, Chris, can't wait to test this version out!
Whoa, already?! Great stuff.
Added: "Load Fade Time" field to the MusicEngine and AmbienceEngine prefabs - use to control the fade-in time when resuming music and ambience upon loading
Amazing, just yesterday I really needed this feature.
Best unity asset! (And damn, I sell unity assets too u_u xD)
@Alarconte: Your timing was good!
Version 1.69.2:
Woa, that's a lot!
I diff-ed all changes before committing the new upgrade, and there are pretty neat additions! Thank you
Thanks for another great update Chris.
Version 1.69.3:
LimitCursorToMenu looks like a very nice addition, I'll check it whenever I can.
I'll make a suggestion if I may:
Could we have in the editor, a slider for the menus elements section? There is a slider for menus, and thats nice because its easy to use many menus in any game, but many of my menus are just huge in number of elements (in the quantities of hundreds) and having to select an element, and scroll down a lot to edit it, specially when for whatever reasons the system goes laggy (specially editing prefab menus) is pain.
A very reasonable suggestion, I will look into it.
Version 1.69.4:
To have the last thing added to my AC (containers fix) should I just update scripts?