Testing it just now. Looks great, but with the default settings it seems to be a bit of a performance hog. Lots of sliders and checkboxes, though - a so-called "tweak-o-rama". :-)
Ran some tests and even with the number of vertices maxed out (65535) the impact was neglible(-ish). In terms of performance, it seems that my time is much better spent on setting up LODs and optimising the scene layout for occlusion culling.
Seriously, check the tutorial Chris linked to - and read the AC manual and the official Unity docs. It's an area where you can really crash the system - at least it used to be that way, might be better now.
Clean upgrade here - game plays as it's supposed to and none of my test scripts have anything to complain about.
Looking forward to trying out new features tomorrow.
Switch immediately to Unity UI - fully supported by AC, BTW.
Hope I'm not offending Chris by saying it's now (post Unity 4.6) just a convenient placeholder in new projects, it shouldn't really be used in production grade projects.
@LadyAwesome : Sounds like it could be fun! :-)
I think I have the coding skills plus experience working with game art assets you would need for this, so feel free to PM me if you need some outside help for the project.
Haha - don't say that! I have a long day ahead of me with bug reports at the job that pays the bills - and unfortunately I can't just close those cases with "problem went away by itself" ... :-)
I ended up not being able to sleep, so have spent the night trying to debug the problems I've been seeing - but suddenly I can't recreate it. Everything works fine now - typical!
So 5.2 might not be a problem after all ...
Hmmm ... I don't use running at all in the scenes where I've seen problems - but I think there might be some AC-specific movement logic that could cause problems if Unity have changed their implementation ...
Probably best to run some examples with …
Okay, I'm on 3D as well.
I'm using unity navigation in the scenes where I've seen problems so far, but haven't had the chance to test enough - just trying to see if there's a pattern.
Might be completely unrelated, but I've also experienced some weirdness with pathfinding lately. I may have spoken too soon about not having any problems with 5.2 ... :-/
Too busy with fixing bugs at the day job to really spend much time on this at …
What I've done is set up a scene dedicated to the start screen with a simple orthographic camera showing a background texture and a menu - but still an AC scene, so the load and configuration systems can be used.
Is that what you're looking for?
Just an idea - have you set asset serialization to "force text" (generally better for source control) - and does a diff between pre and post commit give any clues?
Hmm, I think I'll give it a try on a patrol system for NPCs - I expect it would be quite useful to have the visual feedback from the FSM updating in realtime for that type of thing.
Thanks for your input!