Mainly a bugfix update, this one. A few minor features, but with AC now being Unity 4.5 compatible my focus is on stability for the moment.
- Added: Ability to set the delay after Dialogue: Play speech Action before next Action is run
- Added: Unhandled interactions for Choose Interaction Then Hotspot mode - set in Cursor Manager underneath each Icon
- Added: Object: Highlight action - use to manually highlight 3D mesh objects and Inventory items
- Added: When asset-based Actions are set to Run Cutscene after running, "Cutscene to run" becomes "ActionList to run"
- Fixed: Issues with cycling through cursor modes in Choose Interaction Then Hotspot mode
- Fixed: Error when placing 2D GameCameras in a scene using the Scene Manager
- Fixed: Error when using DetectHotspot script with Hotspots that have no associated Highlight object
- Fixed: Pasting asset-based Actions causing parenting effect in file hierarchy
- Fixed: Asset-based Actions being highlighted in blue in ActionList Editor window even after game stops running
- Fixed: Inventory Manager breaking if Recipes were declared but no Inventory items exist
- Fixed: Interactions not always running in Direct control games when the Input method was set to Keyboard Or Controller
- Fixed: Double-clicking on Hotspots to run sometimes requiring three clicks to work
- Fixed: "DoCrafting" ActionList asset clearing crafting items
- Fixed: Not being able to auto-create a default 2.5D GameCamera from the Scene Manager
- Fixed: Player movement animations not playing when using Ultimate FPS asset to move
Comments
I'm on my way of updating to Unity 4.5.1, AC 1.35 and 2DTK 2.5 beta 1...
Thanks for adding this one so quickly!
EDIT: Found Problem, it was conflicting with Mecanim Control, just throw mecanim control out and all is ok
EDIT 2: Just imported Mecanim Control again, afterAC and all is well. By me it is the install AC first and the nMecanim control
Unity 4.5.1
3f _ AC 1.35
PlayerMenus
error
Assets/AdventureCreator/Scripts/Controls/PlayerMenus.cs(180,98):
error CS0117: `EventType' does not contain a definition for `KeyDown'
Assets/AdventureCreator/Scripts/Controls/PlayerMenus.cs(254,138):
error CS0117: `EventType' does not contain a definition for `KeyDown'
Is this
something to do with the inputmanager?
This time wich is the best way to not loose cursors and menus?
Two definite features:
And possibly more. Looking into something quite neat, but I'd rather keep that quiet since I don't know how feasible it is.