Could you elaborate what was changed? I'm seeing some potential performance problems (lower fps/lagging in editor, and also overheating on target platform, android) in the previous, recently updated, version. I can't pinpoint the problem very well with the profiler. Suspecting physics or sound handling.
It might be totally unrelated (lots has changed recently in the project, not just AC), but I'd appreciate more details about this one.
@Deckard_89: It's an example script that works by calling a function with Animation Events. You could add a function to it that changes the sounds, but the Character: Animate function allows you to do this if instead your sounds come from the Player/NPC Inspector.
@ilmari: Just the way the StateHandler iterates through its arrays - for loops instead of foreach. I wouldn't think it related at all.
@salex: It's for Mecanim characters only. You need to create Animation Events in your animations, and have them call the PlayFootstep function in the Footsteps script, which should be attached to a new child on your character.
I recently played around with webGL builds and sadly i got strange random browser crashes, especially on windows 10 machines. Apparently there's a memory leak somewhere, because after playing my current game for 15 minutes, the browser memory went from 800mb to 2500mb and more. After some research, the reason for the memory leaks was found: It's the animtated Cutscene cursor (Cursor rendering: software), it seems every animation loop of the cursor creates a new graphical object which stays in the memory forever and fills it up rapidly. Having the task manager open, it can clearly be observed that every time a cutscene runs and the cursor is animated, the memory raises and raises. With no animated cursor, no memory problems occur. I compared it to a former game which uses AC 1.46f and Unity 5.3.4, and there were no memory problems with the webGL build.
My question is now: Can this be locally fixed or do I need a new AC version? I plan to release my new game in the next weeks, and the crashing webGL build is my main concern at the moment.
Hi Chris, apologies for bringing this thread back from the dead, but I want to query a change.
"Fixed: Issues when climbing ladders with Ultimate FPS integration"
Would you mind detailing what was updated here? I'm having some trouble with ladder climbing in my game, and while doing some testing, comparing backups, and I believe the issue came up with this version change.
@GeometriX: There's now an additional check for climbing that causes the FPController to stop for one frame when it becomes attached to a ladder. It's done through callbacks - see lines 137 and 138. It you comment out/remove those lines, the change should be reverted.
Thanks for your response, Chris! I did some more digging and it turned out that it wasn't your update, after all. For the record, the ladder climable needs to be on the Ignore Raycast layer to work properly (derp!).
Comments
Could you elaborate what was changed? I'm seeing some potential performance problems (lower fps/lagging in editor, and also overheating on target platform, android) in the previous, recently updated, version. I can't pinpoint the problem very well with the profiler. Suspecting physics or sound handling.
It might be totally unrelated (lots has changed recently in the project, not just AC), but I'd appreciate more details about this one.
http://www.adventurecreator.org/forum/discussion/5121/bug-fix-memory-leak-for-animated-cursor
I've written about the problem described by @humaldo and a possible fix at http://www.adventurecreator.org/forum/discussion/5121/bug-fix-memory-leak-for-animated-cursor