This update makes a number of key UX changes that aim to make it more user-friendly, partiular for new users. There's a fair bit going on, so please bear with me if there are any teething problem. Any issues, let me know and we'll look into them.
Key features:
The New Game Wizard gets some attention, with a smarter look that offers better descriptions and preview images for each setting. The biggest addition, however, is the incorporation of Templates - which we previously limited to a handful of packages on the Downloads page.
Templates allow you to extend your game's functionality by having AC automatically make changs to your game. These will be suggested by the New Game Wizard following your choices, but you can also use the wizard to add these to an existing project. More will be introduced in future updates, but currently the following are provided:
The Scripts folder now includes an "AC.asmdef" file, which solves a number of issues - the main one being that of scene ActionLists becoming corrupted if Unity is opened with compilation errors. In addition, it is now used to help AC auto-detect which Unity packages are currently-installed, allowing automatic integration with Addressables, Localization and TextMeshPro. No more having to define "..IsPresent" in the Player settings!
This file, however, will invalidate save-game files made with earlier releases. If you need to retain them, you'll need to remove it.
The default "References" file is no longer included with AC, but is instead generated automatically. This means that your game's Managers will remain assigned after importing.
When opening either of the Demo scenes, their own Managers will be assigned automatically - but only temporarily. This means that you can test out the Demo scenes at any time, and return to your own game, without swapping Managers.
ActionList parameters have an updated look: rather than override-able fields being listed twice, a "P" icon will now appear beside them. Click this to toggle a field's use of parameters on and off.
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Comments
Full changelog:
Upgrade notes
Editor
New Game Wizard
Templates
Menus
Hotspots
Actions
Integrations
Movement
Cameras
Inventory
Timers
Cursor
Save games
Misc
One thing I forgot to mention: if you do delete the AC.asmdef file, you'll need to manually add TimelineIsPresent as a Scripting Define Symbol for Timeline integration - as its presence is now autodetected by the asmdef file.
Version 1.80.1:
Thanks, Chris!
I think I read that AC 1.80+ had issues with the Dialogue System integration (something related to the folder DS adds custom actions to?). I saw you and Tony were on it, but how do you recommend I update this without running the risk of breaking the instances of those actions within actionlists?
I'm getting this error with Version 1.80.1 Unity 2023.2.15f1
Assets\AdventureCreator\Scripts\Templates\TMPro\Editor\TMProTemplate.cs(377,63): error CS7036: There is no argument given that corresponds to the required formal parameter 'color' of 'TMP_Dropdown.OptionData.OptionData(string, Sprite, Color)'
@Rairun: Tony's advised me that the integration's been updated - but you'd need to remove the existing integration before importing it.
Essentially, though, it's just a case of moving the integration's custom Actions out of the main AdventureCreator folder. Create a new Assets directory, point to it as a custom Actions folder in the Actions Manager, and move the Dialogue System custom Actions there.
@ZcheK: Which TMPro / UI package is imported in the Package Manager, and have you manually added the TextMeshProIsPresent scripting define symbol? You can delete the file mentioned in the error without affecting AC itself in the meantime.
Thank you! The DS actions were updated without issues.
I'm getting a few console warnings after updating:
1
2
3
Does error 1) have any stacktrace underneath?
Errors 2 and 3 are related to custom Actions. Create a new thread and share the code, and I'll take look.
Version 1.80.2:
Upgrade notes
Added: "Hotspot: Check selected" Action - use to check if a given Hotspot is selected, and optionally pass it to a GameObject parameter
Added: If the "Menu: Update content" Action references an Objective parameter, you can now choose which text associated with the Objective gets referenced
Just for anyone who updated then found all their TMPro menu text gone, you need to manually select "Use TMPro components" in your menus.
Serves me right for not properly reading the upgrade notes!
Hi Chris, sorry for taking a while to get back to you, I've been busy.
I believe those two actions are in the AC Wikia (though they might be older versions). Either way, updating to AC 1.80.2 fixed the issue!
It doesn't. I copied/pasted the entire stacktrace here.
Are the EventSceneSwitch and EventVariableChange files present and correct in AC's /Scripts/Events/Events folder, with no duplicates, and are the Scene: Change and Variable: Change events available/used in the Events Editor?
The files are present and in the correct folder with no duplicates, but when I try to add one of those events in the Events Editor, I get this error (I'm using Unity 2021.2.7f1 and AC 1.80.2):
Let's move this to a new thread in Technical Q&A.
Are other events listed / able to be created?
The error suggests one has somehow become corrupted. Does this occur if you swap out your Settings Manager to e.g. Demo_SettingsManager and re-open the Events Editor?
Version 1.80.4:
Version 1.80.5:
Im just curious about the toggle option under Engine - Manage systems
What is the difference between toggling the movement or interactions and disabling it?
Toggling will always change its value - from Enabled to Disabled, and vice-vera.
@ChrisIceBox Does this patch include the "mark chosen" conversation fix mentioned here? https://adventurecreator.org/forum/discussion/14975/conversation-options-are-not-being-marked-as-already-used-after-selection#latest