A large update, but with a focus on refinement and small bugfixing over major features. Of note:
This is more on the back-end of things, so skip over this if you're not relying on custom inventory scripting. If you are, though, this update makes many changes to the API to make the inventory system more stable and extensible. Where possible, the API has remain unchanged to aid scripters, though details and an upgrade guide can be found here: https://www.adventurecreator.org/tutorials/inventory-systems-v172-update - though if you have existing scripts that break, please post in Technical Q&A and I will advise.
As a demonstration of the kind of thing this new system brings, a "Shop system" package is now available on the Downloads page.
This isn't actually part of the release, but out at the same time. This Downloads package demonstrates one way to build a dynamic camera system when two characters speak - creating and cutting shots automatically. It won't beat properly-directed camerawork, but should help where a game has many NPCs and dynamic conversations.
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Comments
And the full Changelog:
Upgrade notes
Inventory
Draggable objects
Drag tracks
Interactions
Movement
Variables
Sound
Navigation
Camera
ActionLists
Editor
Additive scenes
Save system
Menus
Crafting
Containers
Misc
Thanks to the testers on helping with the release.
Hi Chris. I've updated to this version of AC. Immediately I got a new red error in the console. It is the only error upon updating to this version of AC.
I am using Unity 2020.1.7f1 and the most recent version of the old UFPS (not UFPS 2).
I have quit and restarted Unity and the error still persists. I have also reimported UFPS.
When I comment out the line in the affected script (UltimateFPSIntegration.cs) it compiles cleanly and I can play test the game; but upon playing, red errors from PlayerInput.cs begin to pop up en masse.
Thanks for the details - yes, commenting out that line is the way to go.
Can you share these in full, stacktrace included?
Here is the red console error, with stacktrace set to Full:
It appears 36 times in a single chunk when playtesting in Unity; all identical errors. Nothing is seemingly out of the ordinary when I move around and interact with the scene.
I haven't modified these scripts in any way. I also created a new blank scene, organized the scene objects without folders, and playtested that; same 36 red errors.
Thanks - it looks related to the MainCamera.
Does your AC MainCamera has the "MainCamera" tag? And what is the state of your Settings Manager's "Cache 'Camera.main' variable?" option?
Yes, the scene's default AC camera is tagged as MainCamera.
The state of the Cache Camera Main variable is unticked/false. As a random test I ticked it and nothing different seemed to happen.
And to revise what I noted in my previous comment, there is in fact a slight difference in player movement: the walk speed is slower, and to bring it back to speed I have to increase the float slider of the UFPS 'motor' setting in the player controller.
What about at runtime? Both UFPS and AC have their own MainCamera objects - or do you have this issue when running a scene without UFPS.
What version were you updating from? Let's please move to a new thread for these.
Thanks for including my requests, Chris! I haven't tested the ambience/music crossfanding behaviour yet, but the pronouns option is great, and so is saving profiles to files instead of playerprefs.
Forgive my replying directly to this thread here, for some reason, the confirmation email is just not getting through!
I've just gotten going with AC, and want to go SCUMM style, but I think some of the changes may have broken the nine-verb template?
"Changed: GetHotspotPrefixLabel has been moved from RuntimeInventory to InventoryManager"
After importing the nine-verb template and attempting to run the demo after assigning managers etc. I get two compile errors
**Assets/AdventureCreator/Downloads/Nine verbs template/Scripts/ScummInterface.cs(113,27): error CS7036: There is no argument given that corresponds to the required formal parameter '_language' of 'Button.GetFullLabel(Hotspot, InvInstance, int)'
**
and
**Assets/AdventureCreator/Downloads/Nine verbs template/Scripts/ScummInterface.cs(237,38): error CS1061: 'RuntimeInventory' does not contain a definition for 'Combine' and no accessible extension method 'Combine' accepting a first argument of type 'RuntimeInventory' could be found (are you missing a using directive or an assembly reference?)
**
Forgive my first post both A) being a reply to this and Probably me being dumb and running before I can walk!
Best
G
Welcome to the community, @greyskull.
Sorry for the trouble - I've verified your account manually.
The nine-verbs template needs to be re-downloaded to be compatible with this update. I've re-uploaded the latest package, so give it another try.
Genius, many thanks indeed Chris. I took this time to pull up my sleeves, put on my big boy pants, and did a bit of DIY, and think I'm 80 percent there, and now far more familiar with AC. Thanks Again.
Guy
@ChrisIceBox
Excellent work, there are some really nice features/improvements added.
FYO: No issues this side, working like a charm.
Thanks for the feedback, @monotonic. A few teething errors sorted:
Version 1.72.1
Hi @ChrisIceBox For some reason after the update, the camera crossfade effect has stopped working. Now the crossfade effect occurs immediately. Regardless of the amount of transition time set, or the type of transition curve...
Could it be due to some kind of bug on the texture related to this latest update?
Console:
Cannot crossfade as the crossfade texture was not succesfully generated.
-> AC debug logger
UnityEngine.Debug:LogWarning(Object, Object)
AC.ACDebug:LogWarning(Object, Object) (at Assets/AdventureCreator/Scripts/Static/ACDebug.cs:33)
AC.MainCamera:DrawCameraFade() (at Assets/AdventureCreator/Scripts/Camera/MainCamera.cs:526)
AC.StateHandler:_OnGUI() (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:456)
AC.StateHandler:OnGUI() (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:363)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
Unity version: 2019.4.8f1
AC version: 1.72.1a
@Dave: Is this occuring in the Editor, or in builds, or both, and what platform are you working on/building to?
@ChrisIceBox Yes, in both. Editor and build. The platform is PC, Mac & Linux Standalone.
Recreated, thanks.
@ChrisIceBox Great! Waiting for the fix
@Dave: Give the latest update a try:
Version 1.72.2
-Changed: The "Inventory: Select" Action's "Add if not held?" option has been replaced with a "Carry condition" PopUp field