📋Changelog

If you have trouble upgrading or any script is causing errors, remove the "MalbersAnimations/Common/Scripts" folder and reimport the asset again.

↗️pageUpcoming Changelog

1.4.4b(AC) - 4.4.4b(HAP) HotFix April 8th - 2024

  • Added: HDRP 16 Integration

  • Added: New Humans Animations (Power UP, Push, Pull)

  • Added: AI Control -> Additive Stopping distance.

  • Added: Mount Component -> New On Called Mount Event.

  • Added: Slide State can now exit to Fall if the Slope is too deep...

  • Fixed: Aiming and Triple Jump had a weird animation.

  • Fixed: Locomotion State was calculating AntiFall when UseCameraInput was false.

  • Fixed: Fall State -> Rays were resetting the RayList array in each update, creating garbage

  • Fixed: Mode -> OnStartMode Event was not properly sending the Ability

  • Fixed: Brain -> Weapon Task, Null reference was thrown sometimes when a weapon was suddenly unequipped.

  • Fixed: Climb State -> Not Climbable walls were not detected

  • Fixed: Sprint -> was not invoking Speed Events changes.

  • Fixed: Zones -> Mode Zone was interfering sometimes with the Combo Manager.

  • Minor Fixes everywhere :)

1.4.4a(AC) - 4.4.4a(HAP) March 14 - 2024

  • Added: Unity Spline Integration (Path Constraint)

  • Added: Grab Ledge -> Ledge Hit parameter, to detect Ledges to Climb using UI

  • Added: States -> Disable Modes List and No Modes Allowed parameters

  • Added: FloatLerp Component

  • Added: Stats -> Stats value now can be rounded.

  • Added: Reaction -> MDamageable Set profile.

  • Added: Brain Decision -> Chance Decision

  • Added: Brain Decision -> Check Malbers Tags

  • Added: Pull/Push Animations Human.

  • Added: Animal Controller -> Global RootMotion parameter. Disable completely the rootMotion.

  • Added: ModeAlign -> Exclude Abilities list parameter

  • Improved: Set Stance Task -> Now the Stance can be modified on Exit Task

  • Fixed: Animal Component -> Override Start State was throwing a null error.

  • Fixed: Conditions -> Calling Evaluate did not catch Components or GameObjects

  • Fixed: Animal Controller -> States -> Anim Tags were updated just once

  • Fixed: LookAt -> The component was not resetting properly.

  • Fixed: Climb State -> the UI was not removed when a climbing wall was not detected

  • Fixed: Ledge Grab when it was not Automatic was resetting the Intertia.

  • Fixed: AI Tasks -> Out of bound Array error when calling AI States from any Task

  • Fixed: MAnimal -> Calling Animal.ActivateZone() was activating all animals in the zone.

  • Fixed: Stat Component -> Disable stats were able to change the Regen and Degen Values

  • Fixed: Respawner -> Dont Destroy On Load is now Optional (Multiplayer)

  • Fixed: Smooth Vertical was messing with Start Locomotion animations

  • Fixed: Animator Tools -> The Transitions Conditions interruption source was not set as Next State.

  • Fixed: Effect Manager -> Stop Effect was not working properly on Empty Effect Prefabs.

  • Fixed: Combo Manager -> It was throwing double buffering from time to time... causing playing double animations.

  • Fixed: Modes were interrupted when setting a new Destination.

  • Fixed: ComboManager -> AI using combos were restarting the combo and ignoring the cooldown

  • Fixed: On Mode Start event was not invoking the Ability index correctly

  • Fixed: Climb State -> Automatic climbing was not finding a wall after climbing off.

  • Fixed: Attack Trigger -> Direction Damage

  • Fixed: Arrow and Bullets prefabs had wrong radius values for calculating the trajectory;

  • Removed: Animal Controller -> States. Pending Exit is no longer used.

  • Removed: Collapsable Unity Events (It had errors in newer versions of Unity)

1.4.4(AC) - 4.4.4(HAP) Feb 14th 2024

  • Added: Cinemachine 3 Integration.

  • Added: Align Look At Reaction

  • Added: Combo Manager -> Now it buffers the Input and waits for the correct time to play the next sequence.

  • Added: Projectiles -> Gravity Distance. After a given Distance, the projectile will fall.

  • Added: Projectile Thrower Reaction

  • Added: Animal Controller -> Mode List now can be Hidden

  • Added: Turn In place by Camera Component. Allows Steve to turn around using a camera angle.

  • Added: Animal -> On FreeMovement Event.

  • Added: Brain -> Mode Task -> Mode can be stopped on Exit Task.

  • Added: Aim Reaction

  • Added: OnGround Changer -> Added OnEnter On Exit Reaction and Activation Angle

  • Added: Weapon Manager -> Override Weapon Layer Mask.

  • Fixed: Keep Distance Task -> the AI Character was only stopping if the Target was moving.

  • Fixed: Path Constraint -> When Lock Rotation was true and Ingore Vertical, the path was not working properly

  • Fixed: Trigger Proxy -> did not remove tagged objects from the collider list.

  • Fixed: Weapons -> Storing the weapon while aiming and reloading were causing bugs.

  • Fixed: Look At behavior -> it was disabled on awake until a Layer 1 animation activated it.

  • Fixed: Animal Inspector -> Mode events on the Event Tab were not expanding.

  • Fixed: Scriptable Lerp Material -> The material properties were not reverting after lerping.

  • Fixed: When Orient to Ground was disabled with a scaled character the Align to ground was not working

  • Fixed: LookAt Component -> Look At was ignored while Time.scale ==0;

  • Fixed: LookAt Component -> External bones were not smoothly set to default.

  • Fixed: Effect Manager -> Calling Play on an effect that was already playing caused particles to reset.

  • Fixed: MEvents -> Invoke As GameObject was throwing a null ref.

  • Fixed: Weapons -> OnUnequip Event was not sending the Owner as a parameter.

  • Fixed: Animal Controller -> Sleep was not updating the stance properties

  • Fixed: Slide State -> When entering from falling the character was teleported to the ground

  • Fixed: GameObject list scriptable object was returning null

  • Improved: Camera scripts for cinemachine.

1.4.3a(AC) - 4.4.3a(HAP) Hotfix Jan 25 2024

  • Added: Combo Manager -> Final Sequence can be interrupted to play again a new combo.

  • Added: Locomotion State -> When movement is released the StateExitValue sends the last Speed.

  • Added: Wait Task -> Go to next AI State option.

  • Added: Condition -> Animator Parameter.

  • Added: Get Animator Parameter Component. Returns the value of an Animator Parameter.

  • Added: New Menu Option to Disable all Gizmos all at once to Improve performance on the Editor

  • Fixed: Double Jump was not working properly.

  • Fixed: Climb was not working properly on moving objects

  • Fixed: Stance Reactions were not setting persistent on queue stances.

  • Fixed: Animal Controller -> Order of the OnEnter On Exit Events were wrong

  • Fixed: Fly Landing was going through the ground.

  • Fixed: Aim Component -> Last Aim Target was not reset on disable.

  • Fixed: Rider Component -> Null Ref missing when internal Colliders were missing

  • Fixed: AI States -> 2022.3 LTS Editor bugs.

  • Fixed: Weapon Task -> Attack was not released on Task Exit

1.4.3(AC) 4.4.3(HAP) Jan 5th - 2024 (In Review)

  • ⭐NEW: Ragdoll Death State. Now the Animal can die using Ragdoll (No Recover).

  • Added: Ragdoll Death State can interact with the respawner.

  • Added: Reactions Component -> Now they can react on enable and on disable

  • Added: Now Shooteable weapons can shoot projectiles without aiming.

  • Added: Mode Sequence Component (It allows to Play Modes in a Sequence )

  • Added: Animator Reaction.

  • Added: New GameObject Var List

  • Added: New Gradient4 Malbers Shader (Amplify Editor)

  • Added: Rigid Body Force Reaction.

  • Added: Ledge Grab State -> now checks for Upward obstacles. (new Human Anim)

  • Added: Fall State -> now checks for Front Obstacles

  • Added: Reactions -> It can use a Local Target and a Dynamic Target

  • Added: Combo Manager -> Different combos can be played on different States. E.g. The Sword can play a combo on the ground and a different combo while it's in the air 💢

  • Added: Multiple time checker component.

  • Added: Float Int Comparers -> DisableOnlyIndex and Enable OnlyIndex methods.

  • Added: IAIControl interface -> added IsMoving Bool Property.

  • Added: HAP -> Horse now has 2 hair styles

  • Changed: Animal Component GroundLayer is now Public.

  • Changed: Jump State -> Jump Pressed now has been moved to the Jump Profiles

  • Updated: HDRP and URP shaders to the latest versions

  • Fixed: Jump State -> Multiple jumps now require the Input to be released to activate the next Jump

  • Fixed: Combo Manager + Weapon Manager -> Branch changes Failed and interrupt modes

  • Fixed: Path Constraint -> Up Down movement was not registered

  • Fixed: Brain -> Look Decision was not checking for the Animal Scale Factor.

  • Fixed: Swim -> The state had Scaled valued issues.

  • Fixed: Patrol Task. Using Runtime Sets was not patrolling if the WayPoint had no Next Target.

  • Fixed: Calling 2 States in the same frame ignored the last state called.

  • Fixed: Lock Horizontal, Vertical only worked when Use Camera Input was disabled.

  • Fixed: Mode_ForceActivate() was not calculating the Mode Formula.

  • Fixed: Set Target Task -> Move to Target was not working if the Ai had a previous target.

  • Fixed: Climb State -> InnerWall was not working properly.

  • Fixed: Projectile attached to the correct nearest bone.

  • Fixed: Jump State -> was ignoring Lock Input

  • Improved: State Debugging now shows why states failed to activate.

  • Improved: Fall State Ground Touch alignment from great heights.

  • Improved: Reworked completely the Shoteable weapon system

1.4.2d(AC) - 4.4.2d(HAP) 16 Oct 2023

  • Added: Integration for Malbers Inventory.

  • Updated: Poly Art Animals now can use the 4x4 Color Chart Shader.

  • Fixed: Animator Fix for the transition from Strafe to Fly.

  • Fixed: Slope logic was ignored on high-slope terrains.

  • Fixed: Reactions -> Reaction List was not checking all the items on the list.

  • Fixed: Input System Integration -> Movement was not reset when the component was disabled

  • Fixed: Mobile Input was sending Vector3 Zero constantly when the Drag Camera was not used

  • Fixed: Minor bug fixes (Null reference exceptions)

  • Added: Float Var Formula. (Adding extra calculations to a Float Variable)

  • Added: Brain Decision -> Target Is Too High

  • Added: Tag Comparer. Use it to check if a gameobject has Malbers Tag on it.

  • Added: ILock Controller Interface.

  • Added: Tools -> Animator Slider. It will show the animation

  • Added: Animal Controller -> Public Variable for the Main Animal Controller Collider.

  • Added: Animal Controller -> Exposed Internal Colliders parameters.

  • Added: Jump States -> Now you can activate any Jump Profiles using Messages

  • Added: Events -> Debug Option [Find Invokers].

  • Added: Reaction -> Messages

  • Added: Zones -> Reactions

  • Added: Zones -> Conditions

  • Improved: MDamagealbe Align Logic.

  • Improved: Now the Aim Component calculates the center using the Camera Rect Values (Split Screen)

1.4.2c(AC) - 4.4.2c(HAP) 10 Sept 2023

  • Added: BlendShapes -> Now the Values have a Min and a Max Value from -100 to +100

  • Added: Surface ID. This allows to apply different effects and sounds when weapons hit objects.

  • Added: Reactions -> Weapon Manager.

  • Added: Brain -> Strafe Task. Now the task can add also the Strafe Target.

  • Added: 3rdPerson Follow Zoom Camera.

  • Added: Brain AI Task Flee -> Flee Forever Parameter.

  • Added: Brain New AI Task Select Random AI States.

  • Added: Brain -> Check Target Decision -> IsActiveInHierarchy

  • Added: Climb State -> Added No Horizontal Parameter so Climb only works up and Down

  • Added: Weapons -> New option to Strafe while the weapon is equipped.

  • Added: GetRuntimeSet -> Added 2 new Events

  • Added: Input -> Each Input now has an Ingore On Pause parameter.

  • Added: Mode-> Ability -> No Y Movement Parameter (Removes Y Movement while playing an ability

  • Changed: HAP -> Rider Component. Internal Colliders Parameter is now exposed.

  • Fixed: Path Constraint was not working on Build.

  • Fixed: Small jitter happening in the camera when moving really fast on strafe.

  • Fixed: The transition from Swim to Climb was missing an animation.

  • Fixed: Climb State -> Automatic Climb was entering climb too fast if the character was standing still. (Now the character needs to be far away to restart the climb Ray)

  • Fixed: Combo Manager -> Two buttons played at the same time were disabling the Modes in the Animal

  • Fixed: Combo Manager -> "Weird bug" was caused by out-of-range ActiveSequenceIndex.

  • Fixed: Stats -> Degenerate was disabled on start.

  • Fixed: Stats -> Multiplier Parameter was not used in the correct method.

  • Fixed: Rider Component -> The Animator Triggers were not disabled on dismounting

  • Fixed: Effect Manager-> Playing the same effect 2 times in a row was not removing one of the instances.

  • Fixed: HAP -> After dismounting, RigidBody.Gravity was enabled causing a weird slide-down issue on the rider

  • Fixed: MBrain -> Auto Next Target was disabled if the Brain had no AI State.

  • Fixed: MBrain -> The Target was not updating on Enable.

  • Fixed: Align Logic was wrong when the characters had different scales from 1,1,1

  • Modified: Now States Active and Priority Values are set Local in the animal instead of being saved in the Scriptable Asset.

  • Improved: Swim State Logic. Now it can use Mesh Colliders as water like RAM River.

  • Improved: Transition from Underwater to swimming improved!

  • Improved: Transition from Climbing to Swimming and back again Improved. (added new anim)

  • Improved: Mode Align can check the closest AI Target to have a better alignment.

  • Improved: Mode Align Now uses the position of the aligner

  • Improved: Third Person Follow Camera now updates only the Active Camera.

  • Improved: MDamageable -> Now can rotate around a new point when align to damage is true.

1.4.2b(AC) - 4.4.2b(HAP) July 4th 2023

  • Added: Compatability with URP 14 Unity 2023 LTS.

  • Added: Zones -> The Zones have now an animal limit. This means if an animal is already using a zone. the zone will be disabled for all the other animals.

  • Added: Brain Zone Task. Activate Zone in an animal, if the animal is in a zone.

  • Added: Weapon Manager, Holsters now have an auto-equip option.

  • Added: Reactions to Interactor component.

  • Added: Reactions to the Modes (Enter/Exit Reactions)

  • Added: Critical Reaction to the Damage Mode.

  • Added: MAnimal -> Zone_Activate() Method.

  • Removed: Lerp Rotation from the Speed Modifiers, it was not used.

  • Fixed: Weapon Manager -> When using External the weapons were destroyed when using a Disable weapon mode.

  • Fixed: New Camera System was not inheriting the camera movement from other Free Looks.

  • Fixed: Stances -> Releasing 'Active Only' Stances was not working properly.

  • Fixed: On Mode Exit Invoke was not at the end of the mode logic.

  • Fixed: On Mouse World was changing the position of an Aim Target.

  • Fixed: Brain -> Look Decision was calculating the Range by 2 instead of half.

  • Fixed: Stats -> Regenerate and Degenerate Events were not called correctly.

  • Fixed: Audio Behaviour sometimes was not playing the sound correctly.

  • Fixed: Path Constraint was not positioned and oriented correctly the first time been on a new path

  • Fixed: Zones -> the automatic activation was not set properly when the animal was kinematic

  • Fixed: Combo Manager was not affected by Animal.LockInput (Thanks Cruxis!)

  • Fixed: Bow was not updating its last arrow ammo reduction.

  • Fixed: Bullet prefab had a wrong orientation.

  • Fixed: Attack Trigger Profiles were not showing Critical Damage on the profiles

  • Updated: Demo scenes.

1.4.2a(AC) - 4.4.2a(HAP) May 16 2023

  • Added: Delay to the new Reactions

  • Added: MEvents now can check where the listeners are. Thanks, @Avenger

  • Added: Malbes Input -> Reset All Inputs on Disable

  • Fixed: Set Destination Task was not fired when the Task was using a Vector3 Reference

  • Fixed: Jump OffMesh link Alignment

  • Fixed: Reaction State Activate Option. (It was using Try Activate instead of Activate)

  • Fixed: Modes were stuck in Preparing mode from time to time (very rare bug)

  • Fixed: BlendShapes were not Lerping the LOD Meshes

  • Fixed: AI Agent was enabled while in Free Movement (Fly)

  • Fixed: Null Reference Error was thrown on the Effect manager if no effect was added.

  • Fixed: the Strafe values were sometimes activating animations twice on the Animator

  • Updated: Demo scenes.

  • Minor bug fixes. (Editor and Runtime)

1.4.2(AC) - 4.4.2(HAP) MAY 7 2023

  • Added: ⭐ NEW Path Constraint. Included Demo Scene, new Path Links Components to use Different Spline Solutions from unity and 3rd party Assets

  • Added: Ground Speed Change Component (Better Ice Movement) Better slope logic.

  • Added: ⭐ New Slide State

  • Added: State component -> Reset Last State option. Use this to clean on the Animator the Last State Parameter.

  • Added: Speed Multiplier Sets: Root Motion Multiplier for Position and Rotation. With this you can remove the RootMotion of the animations

  • Added: Stat Units Component: Shows any Stat in Unit Format (E.g. Zelda Heart)

  • Added: Stats -> On Max Value Change Event

  • Added: Simple Throw component uses IThrower Interface.

  • Added: Long Press Input Type have OnLongPressCompleted&Release Event.

  • Added: Debug option to track Stats changes.

  • Added: Malbers Input, MInput Component -> Debug Option to track single Inputs.

  • Added: Weapons can now be used without having a Holster. They will be automatically equipped on the Hands

  • Added: Projectile-> FollowTrajectory. Now has Rotation around the Trajectory

  • Added: Locomotion State -> Wall Stop Profiles.

  • Added: Shooteable Weapon can be projectiles too. E.g. You can pick a spear and throw it.

  • Added: Damageable Component -> Damager Reaction. Use this to apply parry animations or mishit animations when the character hit something wrong.

  • Added: State RootMotion Jump now has Multiple Jumps.

  • Added: Strafe Crouch Animations.

  • Added: New Reaction AI Task.

  • Added: Unity Event Animator Behavior.

  • Added: Reaction Animator Behaviour

  • Added: Now Stats can check the Below and Above values by Percent.

  • Added: States now have custom Speeds.

  • Added: Mode Abilities now can Ignore Gravity and Grounded values.

  • Added: Gravity Velocity is Clamped now (20 is the Default)

  • Added: Modes and Abilities can Cache their Inputs

  • Added: New Swap Character Component.

  • Added: New Human Enemy Demo scene

  • Added: New Human Wolf Fetch Demo Scene (3rd person)

  • Added: Damageable can change the Reaction of the Damager. E.g. If the Enemy attacks while the player is blocked, the attack animation is interrupted by a Block Bounce Animation, required for parry.

  • Added: Mode Abilities now have IgnoreGrounded, IgnoreGravity and Persistent, Parameters.

  • Improved: Projectile shooting behaviors.

  • Improved: Inertia and Slope Movement Alignment

  • Improved: Fall Detection and Fall State

  • Improved: Basic and RootMotion Jump logic.

  • Improved: Compact Component Selector:

  • Fixed: STRAFE was disabled automatically.

  • Fixed: Aiming Down with Strafe does not look good if the Aim Origin was on the Neck of the animal

  • Fixed: Rider Component. Calling ForceDismount when there's no Mount will throw an error.

  • Fixed: Ai Control Component. Falling from low steps will cause the animal to be forever in OffMesh Link

  • Fixed: Zone component Collider detection.

  • Fixed: Point Click now works with Parented Objects

  • Fixed: When the animal was on Timeline, the Inputs for Mode Stance and States were not reset

  • Fixed: Speeds were not keeping the Intertia from speed change.

  • Fixed: Mode Align Component -> It included Triggers. on the Alignment search.

  • Fixed: Activating states rarely caused Pending State. E.g. Jump and Fall and then Jump.

  • Fixed: Weapon Manager -> Using Holster_SetWeapon() when the weapon does not have a Pickable Component was not removing the old weapon equipped on the holster.

  • Fixed: Finding Real Root Transforms on Trigger proxy and Attack triggers were not working properly.

  • Fixed: Use Camera Input was ignored if the Animal Reset the Input Component or if it used AI Movement. (Thanks! @rgresko).

  • Fixed: Condition GameObject was the Value parameter used wrong.

  • Fixed: Transform Condition was not getting the Target if it was not a Transform.

  • Fixed: HAP -> The Rider was stopping the Mount AI on Start.

  • Fixed: Animal Controller -> Override Start State was not working for all states.

  • Fixed: State->Sleep From State was checking the current state itself too, causing an error.

  • Fixed: Parenting the Character to any object no longer causes an issue.

  • Fixed: Disabling a State while being active, it did not exit the state.

1.4.1(AC) - 4.4.1(HAP) Feb 11 2023

  • Fixed Editor: Removing a Speed Set on the List will cause a null ref exception.

  • Fixed Editor: Pivots could not be modified unless a new pivot was added

  • Fixed: Ai Control was still flying when the animal arrived at a single destination

  • Fixed: Stats Component was initializing stats twice.

  • Fixed: MAnimal.State_Allow_Exit() wasn't working properly

  • Fixed: Debris logic was not working properly on Humans (1 Pivot Ground Alignment)

  • Improved: If a mode fails to play an animation, Preparing Mode stays true no other mode could activate.

  • Added: Float Math Component.

  • Added: Floating Number Component and MDamageable Runtime Set

  • Added: SimpleRespawner Component.

  • Added: Stat Element Multipliers. This allows having elemental damages (Fire, Water, Poison).

  • Added: State Profiles, You can fly as IronMan or with a broom.

  • Added: Fly Logic and Animations (Steve).

  • Fixed: FollowUITransform Component was not working unless SetTransfrom() method was called.

  • Fixed: Arrows now Stick to the closest transform on the character.

  • Fixed: Stances with Input set to Toggle, had the Input still true on Exit.

  • Fixed: Attack Triggers don't always were hitting a target

  • Fixed: Align Position Fast was not working properly

  • Improved: Ledge Grab State: when the animal was not aligned perpendicular to the Ledge the offsets were not working properly

  • Added: [HAP] if the Mount is too far to call, it will teleport it near you.

1.4.0b(AC) - 4.4.0b(HAP) Jan 20 2023

  • Added: Target in Runtime Set now checks if the target is the closest one. (Thanks @HeyBishop)

  • Added: Effect Behavior now checks for Dynamic Effect Manager (Useful when a weapon has been added and that weapon has another Effect Manager.

  • Fixed: Aim Target was not exiting when two Objects were near each other.

  • Fixed: Ledge Grab State: Orient parameter was ignored

  • Added: Locomotion State. will retain Vertical Speed when Exit Animations are used. (E.g Sprint End)

  • Fixed: [HAP] AI was always stopped if the Rider was Mounted. Ignoring the Stop AI parameter on mounted.

  • Fixed: Stats were invoking events when they were disabled. Thanks, @forwardblah

  • Fixed: Steve was not walking backward

  • Fixed: Zones were been activated by other Mode Inputs.. (thanks @Hemske)

  • Fixed: Zone ignored the Mode Activate by time Parameter.

  • Fixed: Storing a weapon and immediately Aim, caused a null reference error

  • Fixed: Mode Abilities with no Audio Clips were playing the last clip from another ability

  • Fixed: Grab Ledge State was being activated on weird Terrain Angles.

  • Fixed: Monitor UI Health was keep showing the Health bar after the animal was dead.

1.4.0a(AC) - 4.4.0a(HAP) 8 Oct 2022

  • Fixed: Projectiles checked for colliders and rigidbody in Start, instead of Awake.

  • Fixed: Look At AI Profile was not checked if the Offset IK list was empty.

  • Fixed: Weapon Manager: Weapon_Equip() Method was unequipping a weapon.

  • Fixed: GetRuntimeObjects was not sending the values on Start.

  • Fixed: Check if Grounded Method on the Animal Controller

  • Fixed: Disabling the Weapon Manager while equipping a weapon was causing unwanted behaviors.

  • Fixed: Pick-Drop Component. the Drop method was invoking OnPicked Event.

  • Fixed: Jump Basic State had wrong math with the Scaled Factor of a Character.

  • Fixed: Grab Ledge State had wrong math with the Scaled Factor of a Character.

  • Fixed: Mode Modifier (Damage Side) was not showing the 6 side values.

  • Added: Effect Behaviour -> Execute OnExit. This will avoid playing an Effect if the animation is interrupted.

  • Added: Look At Behaviour-> On-Time Parameter.

1.4.0(AC) - 4.4.0(HAP) 25 Sept 2022

  • Added: Weapon Manager v2 Animal Controller can use weapons now. (99%)

  • Added: Modes charge Abilities now can be charged and released automatically. (No Input needed)

  • Added: Modes now store the Current Charge Value of the Charge Abilities.

  • Added: Wall Run State+Animations. (Test Final)

  • Added: 2 Handed Axe weapon and animations.

  • Added: Stances Properties can change core animal controller features.

  • Added: Attack Trigger Behaviour. Multiplier Value for Animations Finishers.

  • Added: Human Roll Back, Left and Right Animations for strafing

  • Added: Action Maps to the Malbers Input Component.

  • Added: Animal Animator tools. Helps create Transitions for the Animal Controller Faster.

  • Added: MInput. Long Press now has a Smooth Decrease Option.

  • Added: Trail Laser Component and Laser Prefab.

  • Added: Aim Component: OnHit Event.

  • Added: New Curve Animator Behavior. Useful to read curve values during an animation.

  • Added: Lock-On Target Component -> Added Auto Parameter.

  • Added: Conditions Component: SetTarget and PinCondition methods

  • Added: MDamageable -> AlignToDirection Feature.

  • Added: MDamageable -> OnDamager (GameObject) Event.

  • Added: Losing Focus on the game will reset the Inputs sources.

  • Added: Weapon Manager Component: It can start with a weapon equipped. Check

  • Added: States: AllowExitTime parameter. This will exit the state automatically after x seconds.

  • Added: States: Reset From List: If the State exit, it cannot be used again until one of these states on this list gets activated E.g. You can disable fly and not use it again until the animal uses Idle or Locomotion.

  • Added: Show All IDs Menu.

  • Added: Aim Component. OnSetTarget and OnClearTarget Events

  • Added: Rider Animation: Fly Lean Forward

  • Added: Rider Component: New Start_Mounted(GameObject Mount) method.

  • Added: Glide State: Height Start Parameter.

  • Added: Creating States for the First time, adds automatically the Speed Modifier.

  • Improved: Combo Manager component now cache the Animal Modes it can do.

  • Removed: Animal AI Control, does not need Turn Angle Limit.

  • Fixed: Alignment Logic was not working properly on uneven ground.

  • Fixed: Pick Up Component was not working properly when it was focusing more than one item.

  • Fixed: Tag, Component: Remove Tag method was not working.

  • Fixed: Lock-On Target Component was not resetting the Lock on if the Target was null.

  • Fixed: Mode Reaction was not changing the Timer on Play by Time Ability.

  • Fixed: MInput Component: ResetOnDisable was active on Disabled Inputs.

  • Fixed: Combo Manager (Starter Combos Cannot Be Finishers).

  • Fixed: Combo Manager. Finisher Sequences were interrupted by the next combo option.

  • Fixed: Respawned Death AI Animal could not move.

  • Fixed: Platform Movement was in the wrong code order, causing weird behaviours in movement platforms.

  • Fixed: Message Component: Time messages were not being sent if the animation was interrupted

  • Fixed: Aim Component now will ignore Behind Character Objects.

  • Fixed: Enabling Strafe on a State with strafe, but no strafing animation will make to reenter the state twice.

  • Fixed: Fly State: Pitch Direction calculation was not working with negative values.

  • Fixed: Calling a Mode on an animal OnEnable() breaks all the modes.

  • Fixed: Hit effects on projectiles using collider were instantiated in the wrong position

  • Fixed: OnEnter On Exit states events were not invoked if the animal was disabled.

  • Fixed: Scaled animals and Rotator bone were calculating the Height wrong.

  • Editor Fixed: Gizmo visualizer was moving away for no reason.

  • Editor Fixed: EventListener Component: Description was not saving the changes.

HAP

  • Updated Prefabs.

  • Added: New version of the Horse and Rider Animator... Cleaner new way!

  • Fixed: BOW IK was not working on Unity 2021+

  • Added: All Mount Components are now stored in a Static List.

  • Updated: Rider Mount Layer and Horse Animator Updated to the latest AC version1.3.3a(AC) - 4.3.3a(HAP) May 2 - 2022

  • Added: Animal -> New MaxSlopeReached UnityEvent

  • Added: Fly State -> Max Height Limit Fly.

  • Added: Conditions -> Show/Hide Internal Conditions (Menu Option)

  • Added: LookDecision. LookRay Multiplier.

  • Improved: LookDecision (Find Center) instead of the Pivot.

  • Improved: RootMotion Jumps no longer need to be persistent states.

  • Improved: Ledge Grab State Alignment logic.

  • Fixed: Fly State + Strafe was pushing down with Down Acceleration.

  • Fixed: Glide State was not interacting with the Force Zones.

HAP

  • Same as AC

1.3.3(AC) - 4.3.3(HAP) 23 Apr 2022

  • Adding: Forward Multiplier for Grab Ledge State

  • Added: Malbers Input Component. Enable Disable Axis.

  • Added: Projectile Thrower Component. SetProjectile() Method.

  • Added: Projectile Thrower Component. CalculateTrajectory() Method.

  • Added: CircleAround Task Gizmos.

  • Added: Attack Triggers, Weapons and Projectiles now can modify more than one Stat.

  • Added: Slide Action to Human.

  • Added: Zone component, Disable after Use Option

  • Added: MouseToWorldPosition script.

  • Added: ForwardFromPoint script.

  • Added: NonReordable Exception for Unity versions lower than 2020.3

  • Modified: MPickable Script. Rb and currentPickTime vars have Public Properties.

  • Removed: Animal Test Scene.

  • Removed: Scale for the Root of the Characters will not be affected on Awake

  • Fixed: Persistent States were using TryExitState.

  • Fixed: Inertia was double on Fall and Jump Basic states.

  • Fixed: AIAnimalControl (A*PathFinding) was throwing a Null Reference Error checking for the Agent.

  • Fixed: If a mode was Disabled during Activation it was active forever.

  • Fixed: Zones that use Kinematic rigidbody were playing the Mode Twice on Automatic.

  • Fixed: Animal Controller was throwing an error if there was no Main Camera on the scene.

  • Fixed: Strafe was not working well with RootMotion Anims. (Changed to InPlace)

  • Fixed: Extension GetUnityAction was not finding the type (Editor Internal Only).

  • Fixed: Attack Trigger was sending an Inverted Direction of the Attack.

  • Fixed: Fall State was not able to exit if it has long entering transitions.

  • Fixed: Jump State sometimes landed on the air when the slope of the ground is small.

  • Improved: Variable Reference Code.

  • Fixed: Look Decision (Animal Brain) Scale Factor.

  • Fixed: UpDown Axis was changed to the default values.

  • Fixed: Locomotion State + WallStop + CameraInput= false was not allowing the Animal to move

HAP

  • Updated Prefabs

1.3.2a(AC) - 4.3.2a(HAP)

  • Added: Mode Modifier: InputAxisAbility

  • Added: Projectile Use Aim Direction Value.

  • Added: ForceModifier. State Filter Multiplier.

  • Added: Lock Speed Value to the Speed Modifiers.

  • Added: New Human Jog Animation.

  • Added: LookAt behavior has OnEnter - OnExit Options

  • Added: Lock Axis Component, Lock Offset Value

  • Fixed: Speed Modifier Lerp Strafe Speed Speed Value was not being used.

  • Fixed: Pitch, Bank and Roll were not reset when the AC was set to sleep.

  • Fixed: Movement Task for the brain was not taking into consideration the animal scale

  • Fixed: Fly was not checking the Last Vertical Speed from the Last State on Take-Off

  • Fixed: Disabling RootMotion was doing a hard position change. I've smoothed it down.

  • Fixed: The Effect Manager component was modifying the Prefab Active value instead of the instance.

  • Changed: Tags Component Start method is called now on Awake

  • Editor Fix: Animal Showing the States Inspector has some weird problem with Lists. Setting all lists to NonReordable fixes the problem (Unity bug)

HAP

  • Added: Weapon Hand Scale Offset.

  • Fixed: Gliding towards the Mount keeps showing the Gilder.

1.3.2(AC) - 4.3.2(HAP) March 23th 2022

  • Added: LookAt LimitAngleEvent.

  • Added: Wolf lite Dash Mode

  • Added: Now the [UpDown] Input does not need to be added Manually.

  • Added: Input Axis Press (Thanks @King Ceryn)

  • Added: Select Position Prefab.

  • Added: Transform Comparer.

  • Added: Active parameter to Tasks and decisions.

  • Added: New Command AI Sample Scene

  • Added: New Brain Task. Set Destination position.

  • Added: Set Destination Task for the Brain.

  • Added: Vector3 Scriptable var can get the value from a Component, Transform or GameObject.

  • Added: Color Start Multiplier to the Material Property Lerper.

  • Fixed: Fireballs projectiles now look better.

  • Fixed: Mode Abilities were not saving their own Custom Input Values.

  • Fixed: Stats were Initialized in OnEnable instead of Awake.

  • Fixed: Aiming was not calling their events on Enable.

  • Fixed: Transform Condition was not sending if the Transform was null

  • Fixed: MInput OnToggle On OnToggle Off Events were using the wrong Input Value.

  • Fixed: Modes with Fail Activations were blocking other modes.

  • Fixed: Brain And Or Decision were not sharing their Component Local array.

  • Changed: Float, Int and Bool Scriptable vars now check if the new value is the same as it has before.

  • Editor Fix: Removing Tasks on the Brain was throwing an editor error console.

  • Editor Fix: Animal Removing State was causing an Inspector error

  • Editor Fix: Conditions Had an Inspector error for the Then Event.

  • Editor Fix: Aimer was not showing the Aim Smooth Value on the inspector.

  • Editor Fix: Extracting/Removing Tasks or Decisions on AI States were causing sometimes inspector errors

1.3.1a(AC) - 4.3.1a(HAP) March 15th 2022 Hotfix

  • Fixed: Last State was interfering when a new Stance is called.

  • Fixed: Queue States were not Activated after exiting the Queue in some cases

  • Fixed: Stats Set Value was causing a Stack Overflow.

  • Fixed: Destroyed Objects on a Trigger Proxy were ignored. (Unity weird bug)

  • Fixed: On Empty On Full Stat were not called on Start.

  • Fixed: Stat Monitor UI was not updating the health on the first entry.

  • Editor Fix: Newly created Animal could not use the State Panel.

HAP

  • Updated Prefabs.

  • Fixed: Reload Event on Shooteable events was not working

1.3.1(AC) - 4.3.1 (HAP) 9th March 2022

  • Assets Upgraded to Unity 2020.3 LTS

  • Added: ScriptableVar to PlayerPref Component(Thanks #HeyBishop !)

  • Added: Ledge Grab State!!!

  • Added: Glide State!!!

  • Added: Global Conditions

  • Added: Optional Sprint Parameter to the Animator

  • Added: Null Parent Option to the Animal Controller.

  • Added: Respawner for NPCs

  • Added: Scriptable String Arrays

  • Added: Lock-On Target.

  • Added: Mouse Scroll Input Component.

  • Added: Waypoints Have a LookAt bool parameter.

  • Added: SmoothDamp value for the Turn InPlace method

  • Added: Optional Parameters StateOn and StanceOn Triggers to the Animator.

  • Added: Toggle Input has now Toggle On Toggle OFF Events

  • Added: MEvents has Invoke Converters (Transform to GameObject and Viceversa)

  • Added: StopJoystick on Mobile Movement component.

  • Added: All Listener has a new Invoke on Enable Parameter

  • Added: Align Component has an Offset for the Position. When is set to Double Side

  • Added: All Scriptable variables can be modified on the Inspector.

  • Added: New Brain Decision - CheckTarget

  • Added: New Brain Decision - Compare Stats.

  • Added: New Brain Decision - CheckTransform Var

  • Added: Jump Basic: New Profiles for Multiple Jumps.

  • Added: Gizmo Visualization for the Fall State

  • Added: Global Ground Orientation (Usefull to switch between Quadruped and Humanoid Ground Alignment).

  • Added: Mode Abilities has an Audio Stop parameter.

  • Added: Speed Events.

  • Modified: Respawner Component uses a GameObjectEvent instead of an UnityEvent

  • Fixed: SpeedModifiers Current Index was reset to 1 on Jump State

  • Fixed: Queue States Logic. Death can be queued from Fly and Fall at the same time

  • Fixed: Zone Angle Limit was ignored. (Cleaner Code)

  • Fixed: Platform Movement had a delay on the Y-axis. Now works perfectly

  • Fixed: Climb State when going down was using the wrong Down Axis to check for ground.

  • Fixed: Wander Areas waypoints were being ignored on Uneven terrain.

  • Fixed: Scaled Characters with a Rotator Transform, had a wrong scale.

  • Fixed: Mode Behaviour was failing if the Ability was set to Toggle and it was interrupted by any other source.

  • Fixed: [Chance Task] was finished to on Start Task. It was not waiting for the internal task.

  • Fixed: If an animal was disabled during a Mode, when he was enabled back it will throw an exception.

  • Fixed: Brain Task Keep Distance was not working.

  • Fixed: Material Property Lerp was not sending the final lerp Value.

  • Fixed: Null Reference exception when the brain tried to start a new state and it was disabled.

  • Editor Fix: Speeds on Editor Light skin, were not showing the expand icon.

  • Editor Fix: Debug State Gizmos will show only the Selected Animal State

  • Editor Fix: Scriptable Messages Inspector was throwing a null exception.

  • Editor Fix: Unity 2020+ throws an Editor Error when creating scriptable vars from the inspector.

  • Editor Fix: Speed Modifiers were not aligned.

  • Multiple Fixes and Improvements everywhere.

HAP

  • Fixed: Wings were flipping on the pegasus when entering the water.

  • Fixed: Aiming and Dismounting the Horse at the same time was not resetting the Aim Logic.

  • Fixed: Fly Strafe animation transitions were not set in the correct order.

  • Fixed: if the Mount does not have the AI Active the Rider won't call it.

  • Added: Weapon Offset can be copied during runtime.

  • Added: Resync Threshold time.

1.3c(AC) - 4.3c(HAP) 31 Dec 2021

  • Fixed: Speed Modifiers were not being scaled too on Scaled Animal Controllers.

  • Fixed: Look Decision with no Obstacle Layer was always returning true

  • Fixed: Wander Area was not giving multiple destinations to multiple AI Agents.

  • Fixed: Human Jump State had the Transition Interruption source changed

  • Fixed: Jump Basic State was ignoring the Scale Factor on the Characters

  • Fixed: Fall State was ignoring the Scale Factor on the Characters

  • Fixed: Disable Waypoints are not selected for the AI Animals.

  • Fixed: Animator Sounds were not parented to the Animal.

  • Fixed: Animal AI Control error when the animal did not stop soon on the Waypoint. Added LookAt Offset Parameter to the component.

  • Fixed: Chance Task was not working with Wait for previous task option.

  • Fixed: PlayModeTask was using DecisionVars instead of TaskVars. Also Cooldown 0 was ignoring [Wait for previous] task.

  • Fixed: Turning on Stat Degenerate through on health below event in Stat manager caused a stack overflow

  • Fixed: Follow UI Transform was not being enabled when it was offscreen and

  • Added: Simpler Receive methods to the MDamageable via script.

  • Added: UnderWater State to Human.

  • Added: Sprint Swim Animations

  • Added: Lock Speed Animal Reaction.

  • Editor Fixed: Animal was removing 2 States from the list on Unity 2020+

  • Editor Fixed: AND and OR Decision was not showing the Selected Decision.

  • Editor Fixed: Material Changer Component Master was using a Ranged Float

  • Editor Fixed: Creating an Empty Mode will create an error.

  • Improved: Rotator and RootBone are set/handled automatically (Fly, SwimUnder)

  • Improved: Jump Basic Higher ground detection.

  • Improved: Climb Ledge Detection.

HAP

  • Fixed: Dismount on Death was ignored.

  • Added: More Tight Locomotion Turn Animations (Walk, Trot, Canter 135 angle).

1.3b(AC) - 4.3b(HAP) 4 Dec 2021 HotFix

  • Fixed: Inspector for MModeAling and StringToValue were not allowing the build.

  • Fixed: Attack Trigger component was throwing a null reference if the Animator was null.

  • Fixed: Attack Trigger Multiple hit was slowing the Animator

  • Fixed: Effects were being disabled on Deactivate.

  • Fixed: Respawner with Prefabs Animals were respawning twice.

  • Fixed: Queued States were ignored on Persistent Active States

  • Fixed: If the Brain was Disabled, the Current AI Task was not properly finished.

  • Removed: Cinemachine Impulse Context Menu on the Animal Controller.

  • Added: AutoConnections to Unity Events using C#sharp reflection everywhere.

  • Updated: Demo Scenes

HAP

  • Fixed: Melee Weapons had a null reference when the weapon had no Owner.

  • Updated: Demo Scenes

1.3(AC) - 4.3(HAP) 15 Nov - 2021 MAJOR UPDATE

  • Improved: AI Control is hugely Improved to be ready for A*Pathfinding Integration. A* Integration Ready.

  • Added: New AI Link component to manage better the OffMesh links for AI Animals

  • Added: Human Free Climb Animations and State

  • Added: Human Swim Animations and Swim State.

  • Added: All weapons generate a Cinemachine Impulse

  • Added: Wolf Lite can receive damage while moving (Moving Masked Mode)

  • Added: AIControl now has OnEnable, OnDisable Events.

  • Added: States have a new virtual Method to get notified when a Mode Starts or ends.

  • Added: Now when a character uses the Up Down Axis, a LogError is shown and the Malbers Input is Disabled.

  • Added: On GameObject Stay on the OnTriggerProxy Component;

  • Added: Utility Script. Humanoid Parent. Allows a gameObject to be parented to a Humanoid Bone.

  • Added: Tag Messages to the States to modify further the Animal properties when the Animal enters an Animation.

  • Added: Modes Abilities have unique Audio Source and Audio Clips

  • Added: New Audio Clip References to play random clips instead of one.

  • Added: Brain Component has now a Debug Section.

  • Added: Stop Animator Option, on the Attack Trigger component so it has a more appealing effect when attacking.

  • Added: Scriptable Vars comparer now has a Description field.

  • Added: If you disable the MDamageable Component or the Health Stat, the character will be immortal.

  • Added: States can block Stances now. (E.g. Characters won't try to crouch and climb at the same time)

  • Added: Simple Rotator (Based on Unity 3DKit)

  • Added: Simple Translator (Based on Unity 3DKit)

  • Added: Wolf lite got an Upgrade

  • Added: Sound Parameters to the Effect manager

  • Added: Hit Effect Parameter to all Damagers (Attack Trigger, Weapons, Projectiles)

  • Added: Sound Effects (Audio Clips).

  • Added: States can Sleep from stances (E.g. The Jump will be disabled if the char is sneaking)

  • Added: Added Stats Runtime Set.

  • Added: Keys Enums on the Malbers Input Component are now searchable Enums

  • Added: All IDs now show their value.

  • Added: Stat Monitor UI Component

  • Added: Teleport Reaction.

  • Improved: AI Animals will stop and turn around a target if they can't reach it

  • Improved: Interactors can Focus on more than one Interactable Now Interactables

  • Improved: Step Manager and Step Trigger performance.

  • Improved: Look Decision now calculate obstacles detection better.

  • Improved: Sound Animator Behaviours will use shared AudioSources components.

  • Improved: Character rotation performance increased.

  • Improved: Animator Synchronization Component.

  • Improved: Climb State.

    • Does no longer requires Climb Pivot.

    • Climb Gizmos Visualization

    • Outer and Inner Corner Movement work better.

  • Fixed: Now you will get an error message if the NavAgent is not a Child of the Animal.

  • Fixed: Wander Areas inherit from MWaypoints.

  • Fixed: Aim Target Component was not using the Aim point as the target

  • Fixed: Has Tag option on the ProxyTrigger Component was not getting the Tags on the Root GameObject.

  • Fixed: Point Click -> Clear Target parameter was doing nothing.

  • Fixed: Now the Height of the Destination is checked if the AI Animal arrives at the target.

  • Fixed: Check Variable Listener checks for components where the Animal Script is.

  • Fixed: Play Mode Task does not wait to make the modes the first time.

  • Fixed: HelpBox Attribute had no Namespace.

  • Fixed: When the Animal was using Offmeshlinks, the alignment was done incorrectly.

  • Fixed: FindComponent and FindInterface extensions now search in disabled GameObjects

  • Fixed: Stat Component. Degeneration was not reactivating the regeneration after its finished

  • Fixed: String Comparer was not working.

  • Fixed: OnTrigger Proxy was not invoking methods on Exit.

  • Fixed: Directional Damage Mode Modifiers were Ignored.

HAP

  • Fixed: When the rider calls a stored Mount with none stored, it will throw a null exception.

  • Added: Instant Dismount to the Mount Component.

  • Added: Prefab Variants for the Wagons to be used on Mobile.

1.2.6d(AC) - 4.2.6d(HAP) 27 August 2021

  • Added: Stat Randomizer Scriptable Object

  • Added: Now Abilities has a property to play audio.

  • Added: Now the AI Animals have a Slowing Distance.

  • Added: AudioClip Reference & AudioClip List Set.

  • Added: EnterCoolDown and ExitCooldown values to the States.

  • Added: GameObjects that have Attack and Interactions Triggers are forced to be on the Ignore Raycast Layer, so they are not part of the Animal's body.

  • Added: Animal Controller Pitch Enter and Exit Parameters for the Free Movement.

  • Updated: Aim Assist Component Events now has the GameObject which was Aimed by.

  • Fixed: Runtime GameObject Collections had Duplicated Methods.

  • Fixed: Look At Component needs to have the Aim Origin transform to be the first bone.

  • Fixed: if the Animal get Disabled while making a Mode, it throws an error after the mode ends.

  • Fixed: Respawner with a Player as Prefab was instantiated twice.

  • Fixed: Pitch Direction was reset without smoothing when exiting the Underwater State.

  • Improved: Axis Parameter on the Animator is using Lerp instead of MoveTowards.

  • Fixed: Few spelling mistakes corrected in the Inspector.

HAP

  • Fixed: Instantiated mounts were missing the Call Method.

1.2.6c(AC) - 4.2.6c(HAP) 04 Aug 2021

  • Updated: Editor/Inspector Improvements.

  • Added: New Decision (Check if Current Target is on Runtime Set).

  • Added: New method to the Animal States OnPreMove()). to have more control with the states.

  • Added: NullChecking to the AI States in case it has Empty Decisions and Decisions.

  • Added: Wall Stop Option to the Locomotion State.

  • Added: DebreeTag to the Animal Controller.

  • Added: On Target Arrived to the AI Target.

  • Added: Material Property Asset (LerpSharedMaterial) Option.

  • Improved Gliding with the Fly State.

  • Improved: Fall Logic while the animal is on a Deep Slope.

  • Improved: Scriptable Coroutines

  • Fixed: Rotate in Place AI was doing step by step.

  • Fixed: Brain Look At Decision, was failing if the Target was to close to the ground.

  • Fixed: AI Control was entering a Stack Overflow when an AI Animal has as a Target another AI Animal.

  • Fixed: Rotation Speed was still enabled on the Death State.

  • Fixed: LookAt AI Task was using GetComponent instead of Find Interface.

  • Fixed: Checkpoints were not working.

  • Fixed: Disabling and Enabling back the Animal broke the modes.

HAP

  • Fixed: Mount Triggers recognize better the Rider Main Collider.

  • Updated prefabs.

1.2.6b(AC) - 4.2.6b(HAP) - 13 June 2021 Hot Fix

  • Added: Force Zones now has Air Control Parameter for Disabling Movement while the animal is on a Jump Pad, Wind zone.

  • Added: ForceAdd() and Force_Remove() to the Animal Controller.

  • Added: (Inspector). MInput/Malbers Input Components Create Default Inputs.

  • Added: Mode Modifier Force. Applies a Force when a Mode is played.

  • Added: (Inspector) When creating new animals States, it will be created on the path of the last state created.

  • Added: (Inspector) Mode Modifiers can be created inside the Mode Inspector

  • Added: (Inspector) Creating Scriptable asset Drawer can create now Abstract Classes.

  • Added: (Inspector) Decisions and Tasks from the Brain are categorized when creating them.

  • Improved: Aligners use FixedDeltaTime instead of DeltaTime. Alignment is smoother now.

  • Fixed: Climb State, Unclimbable surfaces were not detected.

  • Fixed: Jump Pads and Multiple Jumps was doing incremental speed (weird movement)

  • Fixed: (Inspector) Console Error when trying to create Jump Animal States.

  • Fixed: (Inspector) OR Decision Brain inspector was broken.

  • Fixed: Runtime GameObject Sets with a description were corrupted. (SUPER WEIRD BUG)

HAP

  • Improved: Reins Logic is executed on the Rider Component, not on the Rein Component.

  • Changed: Rein component is obsolete now.

1.2.6a(AC) - 4.2.6a(HAP) - 29 June 2021 Hot Fix

  • Added: Pickable Component. Option to be Picked by animation time, using Animator Messages.

  • Added: DontDestroyOnLoad() to the UnityUtils component.

  • Added: LoadScene() and LoadSceneAdditive() to the UnityUtils component.

  • Added: Category Description to IDs.

  • Added: Stats Component public method Initialize();

  • Added: Float, Integer and Bool Comparers have a new Active bool variable.

  • Added: Stats Component: Reset_to_Max() and Reset_to_Min() Methods.

  • Updated: Clean Animal Animator, Transitions and States.

  • Fixed: (Inspector) Brain Debug mode with empty Decisions was causing a null error on the console.

  • Fixed: (Inspector) Attack Trigger Debug with empty Trigger was causing a null error on the console.

  • Fixed: (Inspector) Add Runtime Set was not showing the Label in Unity 2022.

  • Fixed: (Inspector) Add Runtime Set was showing empty descriptions.

  • Fixed: (Inspector) Interactor was missing some events.

  • Fixed: Mode Logic was breaking the Combo Manager via ModeBehaviour (weird bug).

  • Fixed: Scriptable Coroutines sometime were stop for no reason (Blend Shape and Bone Presets).

  • Fixed: Scaled Animals had Increase Fall Movement.

  • Improved: Mode Logic, Cleaned, Reviewed line by line.. and Improved (Feeling very proud about this one).

  • Improved: Combo Manager.. Now it only uses Combo.Play(int Branch). Simpler that way. It can also be used for Switching Combos for weapons in the future.

HAP

  • Fixed: When the Horse was destroyed and the Rider was inside any Mount Trigger was causing Null References.

  • Improved: Mount Trigger and Mount scripts logic.

  • Added: Mount Component has more control now to Enable/Disable AI, Input and Trigger when mounting/Dismounting.

  • Added: Stored Mount, if its a prefab it can be instantiated.

1.2.6(AC) - 4.2.6(HAP) - 14 June 2021

  • Added: Mobile Joystick now can be dynamic.

  • Added: Zones Weight parameter. to Add a probability to Activate or not a Zone.

  • Added: Wander Area On Target Arrived Event.

  • Added: MEvent now have a Debug values.

  • Added: Key and Chest Models, UI and prefabs

  • Added: Delay to the Get Runtime Set Component.

  • Added: Delay to FadeInOut Component.

  • Added: Automatic option to all Variable Listeners. Perfect for when you want to Invoke the Events Manually.

  • Added: Help Box Prefab.

  • Added: Set Stat Task.

  • Added: Reset Scriptable Variable Set Asset.

  • Added: Modes now can be Affected Stances (It can be Enable or Disabled)

  • Added: Stances are Set now as used as Stance ID on the Animal controller, instead of an int var.

  • Added: Look At behaviour to Enable/Disable the Look At logic in the Animal. Works better than the Message behaviour when there more than 2 layers involved.

  • Added: StepTrigger now can have unique Tracks. (E.g. the Bunny has different tracks for the front and back feet.)

  • Added: Play Anim Transform component.

  • Added: Invert value to the AND Decision Brain

  • Added: Last State ID and Forward Movement to the RootMotion Jump Profiles

  • Updated: All Animators.

  • Fixed: Fly State weird bug that stopped the Animal where there was no Ground underneath.

  • Fixed: Up Down Axis was not being normalized while flying/swimming underwater.

  • Fixed: Brain Patrol State was still Patrolling when waiting On Wander Areas or Waypoints.

  • Fixed: Zones were ignoring the AbilityStatus state (PlayOneTime,Toggle, Forever).

  • Fixed: AI Control when going from flying to Land, it was missing the Zones because it was setting the Arrive to true when it was not grounded yet.

  • Fixed: Animator Event Sound Pitch value was used wrong.

  • Fixed: Stop Task Needed to Have the LookAt Parameter Visible.

  • Fixed: Modes Reset to Default Option was disconnected.

  • Fixed: All meshes now can be imported correctly to Blender3D. the CG bone was not included in the skin.

  • Fixed: Animal -> Force Activated method was ignored on Start.

  • Fixed: Brain can be stop when is disabled and reset when its enabled.

  • Fixed: Attack Trigger Try Physic was not working as expected.

  • Fixed: Horizontal and UPDown Parameters were using Math.Lerp instead of Mathf.MoveTowards.

  • Fixed: Runtime Collections were causing the build to crash.

  • Improved: Wander Area now has Random Destinations for different animals

  • Improved: Check Stat Decision uses a Scriptable Float Variable to do comparisons.

  • Improved: Animal Component store the last selected State on the Editor

  • Improved: Fall State has a cleaner /updated code.

  • Improved: Attack Triggers can be selected/seeing on the scene

  • Improved: RootMotion Jump Logic.

  • Improved: Messages Logic code cleaned. Inspector Improved

HAP

  • Fixed: Mode Status was not synced to the Rider from the Horse Animator.

  • Fixed: When Dismounting the Rider was not resetting the Stance and Mode Values

1.2.5a(AC) - 4.2.5a(HAP) May 20 - 2021 (Hotfix)

  • Updated prefabs and scenes.

  • Fixed: The code when the animal get the head stuck in a ledge was ignored on the Fall State.

  • Improved: Effect Manager now can be set inside the hierarchy.

  • Fixed: When the animal was flying and using Banking.. the Bank value was not resetting when the animal was on the ground.

  • Added: Aligner rotation now has an Angle Offset value.

  • Added: Zones now have Angle Limitation.

  • Fixed: Human Animator Landing Transitions had the wrong order.

  • Fixed: PickUp component Collectable() method needed to activate the Area Trigger.

  • Fixed: Weird bug that happens sometimes when stop mode is called on Start.

  • Fixed: Fall Damage was ignored

  • Fixed: Sprint was not being Updated correctly when changing states.

  • Fixed: Base Animal Animator had some of the Strafe transitions activated.

HAP

  • Updated Prefabs and scenes

  • Changed: Now the Create Inputs Context Menu on the Rider connects the Events to the Inputs, Instead of using a Scriptable bool variable

  • Updated: Pegasus Wings Animator.

  • Fixed: Messages Behaviours were sending double messages, causing unwanted issues.

1.2.5(AC) - 4.2.5(HAP) - 3 April 2021 (Last Minor Update)

  • Fixed: Tags Component HasTag method had the code inverted.

  • Added: PreStateMovement and PostStateMovement System.Action to Overwrite movement on the Animal controller by external scripts.

  • Improved: Fly State logic

  • Improved: Animal Core Movement NonRoot Motion Logic.

  • Fixed: Trigger Proxy was not resetting when the component was disabled.

  • Added: Waypoint Component. Added a new button to create a New Next waypoint.

  • Added: Small Info Box to the Speed Set. A reminder to use Position and Rotation for Non RootMotion Anims.

  • Added: Align_Self_To() method to the Aligner Component.

  • Fixed: Climb State was exiting immediately when using a Zone to start.

  • Fixed: Offset Climb was not execute correctly on the AI Control component

  • Added: ResetOffMesh List to the AI Animal Control component, to Reset OffMeshLinks in case the animal falls while he was on an offmesh link;

  • Fixed: Non Automatic Zones were not setting the Mode Power parameter correctly

  • Fixed: the Center of the Animal was not being calculated when the Height was != 1f.

  • Fixed: Platform movement was ignored.

  • Fixed: Fly Landing Multiplier for the raycast formula was wrong (Can be reproduced with scaled animals)

  • Added: Aim Component new Use Raycast Option. (To Remove Raycasting in case is not needed)

  • Added: Aim Assist Component AimPoint parameter.

  • Fixed: Aim Component Changing rapidly from left to right the Aim CM Camera. Added AimSideThreshold parameter to solve that issue

  • Fixed: Now Trigger proxies can used by more than one Animal.

  • Added: Trigger Proxy Component was sending all the colliders, now its send also the Root GameObject.

  • Improved: OnTriggerEnter and OnTriggerExit components.

  • Improved: Zones can have multiple animals inside.

  • Improved: Mode Logic.. removed unnecessary code.

  • Fixed: Check Mode Decision default Index was -1 instead of -99

  • Added: Fly State has now a Yellow Ray Gizmo to Show the Landing Multiplier

  • Added: Zone component can change the Ability Status as an Option.

  • Added: Mode Reactions can change the Ability Status as an Option.

  • Fixed: When a Message Behaviour is looping on itself and it has the same Message, it will not interrupt the Enter Message.

  • Added: Impulse to takeoff on the FlyState

  • Fixed: Mobile buttons for moving Up and Down was not working with the Forward movement Mobile Joystick Axis.

  • Improved: Animal Component Strafing does not require the MStrafe component any more. (it Uses the Aim Component which already does all the Strafing Code).

  • Added: New Inspector for all the Animal States.

  • Added: Component Selector for easy navigation inside any character hierarchy.

  • Fixed: [PickUp -Drop] Component now can be use in a Child GameObject.

  • Fixed: Weird behaviour on the Alignment when the Front ray touched the ground but the Angle was to deep.

  • Added: OnEnable|Disable Gameobject component.

  • Improved: Alignment to the ground is smoothed when entering from fall or Jump.

  • Added: On Teleport Event to the Animal Controller

  • Added: Reset_GameObject() and ResetMonoBehaviour() methods to the UnityUtils component.

  • Added: Restart() method to the Unity Event Raiser and Unity Event Exit components

  • Added: Tags to Trigger Proxy Component.

  • Fixed: Mount Component can now be used inside the animal Hierarchy.

  • Added: Message task use Broadcast Message

HAP

  • Modified: Rider Component now uses a Capsule preset to modify the Capsule while mounting.

  • Modified: Updated Rider Mount Animator and Horse Animator (Strafing)

  • Fixed: Reloading while aiming was not playing the Reload Animation.

  • Fixed: When the horse Teleports, the Cloth component for the Mane, Tail, and Reins had weird last behaviours.

  • Improved: Weapon Manager Aiming Logic.

1.2.4d(AC) - 7 April 2021

  • Removed: Unity.Mathematic Package (not needed for now)

  • Fixed: Important bug. Causing Build crashes <01 - Patrol AI State> was corrupted. 😓

  • Added: Waypoint Button to add next targets.

1.2.4c(AC) - 29 March 4.2.4c(HAP) 2021

  • Added: PatrolTask can use now Runtime GameObject to find Waypoints (Closest, Random,First,etc)

  • Added: StringVar and BoolVar to the MEvent Scriptable Object.

  • Added: String Listener

  • Added: String Comparer

  • Added: StateExitStatus Parameter. Needed for Climbing State better usage!.

  • Added: EnterState Tag. to the states

  • Fixed: Exit Transitions on the Raccoon Climb States.

  • Improved: Climb State logic.

  • Added: States now can have the same Priority (IMPORTANT) . E.g. Swim and Climb wont ignore each other.

  • Improved: Now with same Priority States; TryActivateState() logic is improved.

  • Added: Move AiTask now has Move to Last know location.

  • Fixed: Set Target Task Closest option was missing the logic.

  • Added: Check Stat Decision: Value Changed, Value Reduced, Value Increased

  • Added: RuntimeGameObjectSets Scriptable: On Set Empty, On Item Added, On Item Removed

  • Added: HDRP Shader Package for 2019 LTS and 2020+

  • Improved: AI States for the Brain now has internally the Tasks and Decisions

  • Fixed: Has Arrived Decision was giving a null exception when there was no target

  • Added: Abstract Reaction Component.

  • Modified: LookAt Decision uses Layer Reference values for the Obstacle Layer.

  • Added: AI Control Component null reference for SetTarget(Gameobject)

HAP

  • Fixed: Animator Global Speed from the Animal and the Rider were not in sync

1.2.4b(AC) - 16 March 4.2.4b(HAP) 2021

  • Fixed: Fly State Gliding Gravity push was overwritten by the next line of code. Now its set on the right place.

  • Fixed: Animal AI Control InOffMesh was not resetting when it finish an OffMeshLink

  • Fixed: Mode Align was working on sleep/disabled animals.

  • Fixed: Attack Trigger where activated also when the Animal was Sleep.

  • Fixed: Input Axis on the Animal Component was not normalized.

  • Fixed: Animal Ai Control. When a Air Destination was set the first time it was ignored.

  • Fixed: Brain Animal Play Mode Task was failing if the Animal has no Target.

  • Fixed: AI Control. If the animal was waiting .. HasArrived was not being updated.

  • Improved: Brain Task Execution (cleaner code)

  • Added: Scriptable Coroutines Core script.

  • Improved: AnimTransform, BlendShape Preset, Bone Preset scripts. They all use Scriptable coroutines Now.

  • Added: Material Lerp

  • Added: Material Property Lerp

  • Fixed: Override Start mode was not working properly when the Animal GameObject was hidden

  • Fixed: Pick Up and Drop was still working when the script was disabled.

HAP

  • No changes to the Riding system this time..

1.2.4a(AC) - 4.2.4a(HAP) [2 March 2021]

  • Added: Combo Manager -> Combo Finisher Parameter, OnCombo Finished Event, and Debug.

  • Improved: ValueToString Component. Added more Methods and Prefix and Suffix parameters.

  • Changed: All Camera Prefabs are now on the Ignore Raycast layer.

  • Added: Message Assets

  • Added: Interactable OnFocused, On Unfocused events has the Interactor who is focusing them as parameter. Added Description.

  • Added: Behaviour_Enable(int) , Behaviour_Disable(int) to Unity Utils.

  • Added: Last Stance parameter on the Animator.

  • Added: Exit on Ability on the Mode Behaviour. For Mode Abilities that can activate automatically other Abilities. E.g Sit Howl will automatically activate the Sit Ability when exit.

  • Added: SetActive(Gameobject) SetActive(Component) to UnityUtils .

  • Improved: Pick up and Pickable components

  • Fixed: Toggle, Hold by Time Mode Status were ignored.

  • Fixed: Bug If the AI Animal was waiting the Brain AI States where Interrupted when.

  • Fixed: ModeTask Alignment feature was not working if the Brain component was not on the root.

  • Added: ModeAlign has now extra modes to check for alignment;

  • Added: Zone -> State Status option.

  • Removed: Zone -> Stat Modifiers

  • Improved: Zone code.

  • Added: Exit Tag to the States

  • Improved: Camera Input + SmoothVertical movement Logic.

HAP

  • Some of the Draw Store Animations while using the Left Hand where swapped.

1.2.4(AC) - 15 Feb 4.2.4(HAP) 2021

  • Added: OnFocused, Delay and CoolDown parameters Interactable component.

  • Added: OnFocused, parameter Interactor component.

  • Fixed: If the animal was falling while using AI and it landed, it executed the Arrive code, without arriving to the final destination

  • Fixed: When using NavMesh Components new system(GitHub) and Null Reference was thrown when the new NavMeshLink.

  • Improved: MDamageable Reaction Logic.

  • Removed: Remain State parameter on the Brain Component.

  • Added: ResetInputSource to the Animal Controller.

  • Added: Empty string check on the Scene Editor Manager Script.

  • Fixed: Hurt UI Prefab was missing an Event connection with the Float Comparer

  • Fixed: Ai Control Resume Agent needed to Enable the Agent first, when finish a mode

  • Modified: Underwater Try activate uses MovementAxis <Smoothed> instead of <Raw>

  • Added: ModeAngle to PlayModeTask;

  • Added: MAnimalAIControl.NullTarget()

  • Added: Fly State LandOn Layer Mask (To also land on water)

  • Fixed: AlwaysForward was disconnected.

  • Fixed: Pressing Backwards input + <CameraInput = false> causes a null reference exception

  • Improved: Jump Basic Logic

  • Removed: Pickable component -> Drop, Pick Animal Reactions; to avoid dependencies with the Animal Controller, now they can be used on the Unity Events

  • Improved: Transform Animation Tweener .

  • Fixed: Sprint was Degenerated while the animal was not Moving

  • Added: Custom Inspector to Waypoints

  • Modified: New Beta version of the Unity Input System Integration <Check Guide>

  • FOLDERS REORGANIZED .

  • All Scripts Components have [AddComponent ] properly organized

  • LITTLE DRAGONS INTEGRATION WITH AC UPDATED

HAP

  • Fixed: OnStartMounted on the Rider the Mount Trigger was not assigned.

  • Improved: Some tweaks to the Walk, Canter, Trot, Gallop and Sprint animations back legs

  • Added: MWeapons RightHanded is now a scriptable bool (Requested by HeyBishop! ;) )

1.2.3(AC) - 2 Feb 2021 (HAP 4.2.3)

  • Added: IInput Source SetInputAxis(Vector2 input) method. Needed for the New Input System

  • Added: INTEGRATION with the New Input System (Ready)

  • Changed: Name of all Malbers Components on the Inspector.

  • Fixed: AI Control Stopping distance was not reset when using Set Destination (Click Point Example)

  • Fixed: AI Control, when using Point Click the Target was not reset when clicking on simple ground.

  • Improved: Interactable Interface has GameObject and ID for recognize the Interactable

  • Added: Interactor component (Point Click ).

  • Fixed: Aim Component. Ray Length parameter was not showing on the inspector.

  • Added: New Point Click Demo with AI Enemies

  • Added: Fall State now prevents missing ground check falling when the character has no fall from edge animation.

  • Added: MAnimalAiControl ClearTarget() Method

  • Improved: Float and Int Comparer components.

  • Added: Damager now uses the Interactor Interface

  • Improved: Joystick Component no longer uses Update to send V2 Values.

  • Improved: Input management for external Sources on the Animal Component is handled better. (Integration with New Input System)

  • Fixed: Zones were not resetting properly the Mode Ability when exiting the zone (Only when Reset Option was enabled).

  • Added: AI Animal Control Checks now for Impartial/Invalid Path

  • Added: Ai Animal Control <Point Stopping Distance>, used with SetDestination()...PointClick

  • Improved: Changed the Affect State solutions for the Modes, Using now Exist instead of Contains.

  • Fixed**: Sometime (Tricky Bug) 2 states tried to activate themselves at the same time... That causes the Animal to stay on a Pending state forever.

  • Improved: Implemented a better solution for falling and the animal get stuck while falling.

  • Modified: Zone Component Animal Layer Mask Parameter. Before the Search Layer was set internally

  • Added: Int/Float Comparer now has a Reorderable List Inspector

  • Added: Modify Stat as Scriptable Object.

  • Fixed: Fall while Strafing from Locomotion was setting a fall speed of zero

  • Fixed: Fetch demo.

  • Added: Gravity Limit Cycle to the Animal Component

HAP

  • Added: Right Hand, Left Hand Transform References for the Rider

  • Improved: IK Rein Component Code.

  • Added: DismountID to the Mount Trigger Component

  • Fixed: Dismount Behaviour Get Rider component changed to Find Component. (Game Creator Integration)

1.2.2c(AC) - 11 Jan 2021 (HAP 4.2.2c)

  • Improved: Brain Check Var Listener now uses Integer Scriptable Variables for the ID

  • Improved: Brain Check Var Listener now can check on GameObjects, Runtime set and TransformHooks.

  • Added: Interaction Trigger to the Animal Controller. This Interaction zone will be used by the Modes, States and the whole controller to interact with external objects.

  • Added: ITriggerInteract Interface.

  • Fixed: Going Backwards without RootMotion was not working.

  • Added: TriggerProxy component now has an ID parameter

  • Added: Set Var Listener Task for the Brain Component

  • Fixed: Sound Behaviour can have empty sound clips

  • Fixed: BlendShape component Inspector bug.

  • Modified: Zone component has a tag list instead of just 1 tag.

  • Added: IAnimator Listener to the AIAnimalControl component.

  • Modified: Messages component now sends message to Childs gameObjects.

  • Fixed: Damage Direction Mode Modifier. It was setting random values instead of directional values, for the 2 side Damage Option.

  • Added: Speed Modifiers Backwards Speed Multiplier.

  • Fixed: A disable zone was still working.

  • Added: States have now Exit Cooldown. (The state cannot be enabled after X time)

HAP

  • Fixed: Animations. Gallop Ears where aiming backwards a little bit

  • Improved: Rider FPC script. Now it has Mount Dismount Curve.

  • Fixed: IsOnHorse parameter was set to true OnStartMounting, It should be false.

  • Fixed: Horse Jump Animation State Exit Transitions

1.2.2b(AC) - 24 Nov 2020 (HAP 4.2.2b)

  • Fixed: If a Reference Var is Set to Variable and the variable is null it will automatically changed to Constant and it will use that value.

  • Added: GameObjectHook and TransformHook the methods UpdateHook, DisableHook()

  • Added: MoveTask -> Move to Next Target Option.

  • Modified: AiAnimalControl NextTarget is public now.

  • Modified: Aligner MainPoint and SecondPoint parameters are Transform References

  • Added: LookAt Task can look now at a Transform Var.

  • Fixed: Wolf Lite Animator had duplicated Mode Behaviours

  • Added: Look Decision 2 more types of Options: TransformVar and GameObjectVar

  • Added: AI Tasks: wait for Previous Task Option

  • Added: Brain Component -> Wait Task.

  • Added Cinemachine Input Mapper. (For Mobile Demo Scenes)

HAP

  • Modified: Stored Mount is a GameObject Reference instead of Mount Component

  • Added: Rider can now instantiate a horse when calling one.

  • Modified: Mobile Demo Scene. Added UI Button for Pistol.

1.2.2a(AC) - Nov 19 2020 (HAP 4.2.2a)

  • UPGRADED TO UNITY 2019.4 LTS

  • Cinemachine is the Default Camera Rig

  • Added: Can Strafe Parameter.

  • Added: Strafe as public variable

  • Added: GameObject Hook (Useful to create Gameobjects References at Runtime that can be access everywhere)

  • Added: Transform Hook (Useful to create Transform References at Runtime that can be access everywhere)

  • Added: Transform Scriptable Variable and Reference.

  • Improved: Strafe Logic

  • Fixed: Idle State has the Sprinting Disabled

  • Fixed: IsInFieldofView() Method from the LookDecision (Brain Component)

  • Added: CameraFreeRig now has its Movement Vector exposed as a Scriptable variable

  • Added: States now have CanStrafe parameter.

  • Added: Serialized Object Extensions

  • Improved: AI States Inspector for the Brain Feature

  • Added: Mode_Pin_Ability_Enable () Mode_Pin_Ability_Disable() to the animal component.

  • Added: Mode_Ability_Enable(int ModeID, int abilityID, bool enable) to the animal component.

  • Added: GetAbility(int Index) to the Modes class.

  • Fixed: UI and Inspectors for Unity 2019.4 LTS

  • Added. Reference Variable values now have a create (+) button.

  • AI Animal Control methods are virtual.

  • Fixed: Unity Bug Not showing Animator Animation States on later version.

  • Added: Descriptions to Unity Event Raiser/Exit and Var Listener Components.

  • Added Drop and Pick Delay values to the Pickabe Component

  • Fixed: Damager Valid method Owner null check.

  • Added: CreateScriptableAsset PropertyDrawer.

  • Added: Mode Reaction: Enable/Disable Ability

  • Added: ID value to the AI States for the animal

  • Added: On AIState Changed event to the Brain Component.

  • Fixed: CheckScriptable Variable Decision. the Variables were set to Null at the end of the decision.

  • Fixed: LookDecision Search for modes.

  • Added: Scriptable variables can be debugged.

  • Added: New InvokeEvent Task (Animal Brain)

  • Fixed: Set Target Task (Animal Brain)

  • Fixed: AI Animal Control was skipping to the Next Target when using SetTarget by code.

  • Added: Animator Event Sound StopPlaying and PlaySoundForever methods.

  • Added: Animator Event Sound (Internal Source and Interval parameters)

  • Fixed: Message Task Update mode. It now has a Interval value.

  • Fixed: PickUp Component, OnFocused Item was not showing on the Inspector.

  • Fixed: PickUp Component, Start with an Item picked was not working.

  • New Collect Animation Steve

HAP

  • Fixed: Instant Dismount Rotation Error.

  • Added: Correct Fly Strafe Animations.

  • Poly Art. Pegasus

  • Poly Art horse UV updated

  • Horse Poly Art using Color Chart 4x4 v2

  • Fixed: Mount trigger of other horses where interfering with the mounting animations.

  • Added: Cloth Component to the Mane, Tail and Reins

  • Added Horns for Unicorns

1.2.1(AC) - 19 -Oct 2020 (HAP 4.2.1)

  • Improved: Input Source connection with the Animal Controller.

  • Added: Capsule Collider Preset.

  • Added: Sneak and Dodge animations to the Human (Steve and Cowboy HAP)

HAP

  • Added: Mobile Pegasus Sample Scene

  • Mount Position and Rotation updates their values while mounting (Integration with UCC)

  • Added: Cancel Aim to the Shootable Weapons

  • Fixed: Mount Triggers were not resetting the Rider when they were disable

1.2c(AC) - 8 -Oct 2020 (HAP 4.1c) Minor Fixes (Compatible with Invector)

  • Fixed: AI Agents was enabled when an animal was on a mode, when it should have been disabled.

  • Fixed HAP: Mount Trigger where exiting the Collider sooner when the Rider with more than one collider)

  • Fixed HAP: Pegasus was not gilding properly.

  • Fixed: When creating a Fly State the FreeMove was Disabled.

  • Fixed: When adding for the First time Animal Component,it was using the old IntID & FloatID instead ModeStatus & StateFloat. Animator parameters.

  • Fixed: Pitch Direction was not being calculated when the animal was not on Free Movement.

  • Fixed: Fly Down Aceleraron was using Target Direction instead of Inertia Position.

  • Added: Mode Reaction can activate a mode Forever. Until is interrupted by ModeStop().

  • Fixed: Modes can play forever when its Input is pressed down.

  • Prepared HAP for Invector's Controller.

  • Improved: Trigger Proxy Component

  • Fixed: 2019.2 #Define custom Symbol for Malbers Editor and MTools. for Unity 2019.2 projects

1.2b(AC) - 28 -Sept 2020 (HAP 4.1b) Minor Fixes

  • Fixed: Stopped {NaN,NaN,NaN} Rigid body errors

  • Fixed: Sometimes the animal starts with the Fall States (in Unity 2020)

  • Fixed: Swim exits to Fall state when hitting a Hard Surface.

  • Added: Transition from to the Modes Abilities. E.g: now the Animal can go from the Action Seat -> to Sleep. when all the Transition on the Animator are set properly.

  • Fixed: Bug on Build on Malbers Input

1.2a(AC) - 27 -Sept 2020 (HAP 4.1a) Minor Fixes

  • Fixed: Idles can be interrupted any time.. does not need to finish their transitions

  • Fixed: UpDown Movement for Flying creatures are more stable

  • Fixed: LookAt, Can have Non Bones GameObjects in their Logic

  • Fixed: All Idles state have <Orient to Ground> Disabled...

  • Checking Missing References on Brain and Ai Animal Control components.

1.2(AC) - 20 -Sept 2020 (HAP 4.1) BIG UPDATE!!

  • Added: Animal Reactions.

    • State Reaction

    • Stance Reaction

    • Mode Reaction

    • Speed Reaction

    • Gravity Reaction

    • Movement Reaction

  • Added: Modify Stat Component. Used to Modify stats when animal interact with anything (triggers, projectiles.. etc)

  • Added: Projectile Component. Used for Fireballs, Arrows, Grenades, Rocks

  • Removed: Fireball script (obsolete). Now uses the Projectile Component.

  • Added: Now Physic base objects are affected by the Animal:

  • Added: Projectile Thrower Component

  • Added: Predict Trajectory Component

  • Added: Explosion component.

  • Added: Speed_SetTopIndex() Method to Animal Controller

  • Added: OneColliderParameter to TriggerProxy Component. (When an animal enters a Trigger with multiple colliders inside[Head, Spine], It will just be activate with one collider).

  • Added: Component Extension FindComponent<T>

  • Removed. Global Properties on the Modes.

  • Removed: Animation Tag on the Modes (is no longer needed)

  • Improved: Inspector on Animal Modes. (reorderable List for Abilities)

  • Improved: Fall State.

  • Improved: Climb State

  • Improved: Malbers Input and MInput Logic.

  • Fixed: MInput: Double Tap now uses correctly OnInput Changed Event

  • Added : Toggle Input type to MInput Component

  • Added: Ignore on Pause to MInput Component (Inputs won't work on TimeScale = 0)

  • Modified: States: Try Activate uses the State Input Value by Default.

  • Added: States now have Try Loop.. to increase performance to the Try State cycle

  • Added: ForceMode. Modes can interrupt each other. (Used on the Combo Manager)

  • Added: Active parameter on mode Animations, now the Abilities can be disabled

  • Added: Repeat to the Unity Event Raiser.

  • Added: Speed Sets have Stance List too (IMPORTANT). Stances that use the same States can have their own Speed modifiers.

  • Added: MEvents are debuggable

  • Fixed: Gravity Acceleration keep increasing if the animal touched an obstacle with the head.

  • Fixed: If the Animal Front Ray Touches a Ground, but not the Hip Ray, the Animal will move forward.

  • Fixed: Fly State was Resetting lock speed after a new state was changed.

  • Added: Force Zones

  • Added: States can now try to exit on other Animations that are not the main State Animation. (Exit On Main). E.g The Fall State can also exit when is on the Fall From Edge Animation.

  • Improved: State BasicJump. Now it uses Default Time instead of the Animation Time.

  • Added: Basic Jump Profiles

  • Added: State_Replace(State) to the Animal Controller, to change States at Runtime.

  • Improved: PickUP and Pickable components does not longer need an Animal to work. it can be used as a stand-alone component.

  • Removed: Animal Controller Dictionary List State (States are no more than 10 per animal)

  • Added: Locomotion Check Falling Backwards.

  • Added: Damager and Damageable Component. they will be the components to give and receive Damage to all the animals.

  • Fixed: Disabling the AiAnimalControl broke the AI.

  • Modified: Attack Trigger now inherit from Damager.

  • Added: Humanoids using the Animal Controller can also Mount an Animal!!

  • Modified: StateStatus Animator Parameter is a Main Parameter now ⚠️ .

  • Added: Locomotion State updates the State Status animator Parameter with the Speed Modifier Index (To know in the Animator which speed Index is using & use it inside the animator).

  • Fixed: When Jumping UpHill the Animal is was not aligned to the terrain

  • Added: Mode Time to the Animal Controller. Useful to create Combos.

  • Fixed: Sound Behavior.. it was interrupted if it play the same Animation State.

  • Added Combo Manager... Make combos with the Controller

  • Added: Holster Manager

  • Modified: Fly State now has its Flap and Glide Speed public.

  • Fixed: Fall State Normalized Blend Fall.

<HAP 4.2>

  • Removed: Mount name parameter to the Mount Trigger.. (Obsolete)

  • Added: Pegasus

  • Modified Rider Combat is now Weapon Manager.

  • Removed: Ability System for the Rider Combat (Now is the Ride Profile)

  • Added: Ride Profile to modify the bones of the Rider while using a weapon.

  • Modified : Holder Enum is now Holster ID

  • Modified: Weapon component completely redesign.

1.1.7(AC) - 8 Jun 2020 (HAP 4.09a)

  • Modified: Using Delegates to Send Parameters to the Animator.

  • Added: AnimalAnimatorSync (to Sync Animator Parameters of an Animal to another Animator)

  • Fixed: IMDamage Interface it was not using the Damage Modes.

  • Fixed: Attack Trigger was not working if the Trigger was in a different GameObject.

  • Modified: Trigger Proxy was using IngoreLayers (Changed to the Inverse <HitLayers> )

  • Fixed: Blend Shapes Editor, Blend Shapes Array Size overload.

  • Fixed: Queued States Logic.

  • Modified: Death State is simpler :)

<HAP>

  • Fixed: Horse Animator Jump exit transitions.

  • Fixed: Melee Weapons did not hit animals while the rider was on Foot (Invector Integration)

  • Added: Mount Dismount Elephant Animations

  • Fixed: Bow Inspector. Initial Bow Rotation wasn't being serialized.

1.1.6(AC) - 20 May 2020 (HAP 4.09)

  • Added: Custom Up Down Axis to the Animal Controller. Used on Mobile Up Down Buttons for Flying

  • Improved Movement Logic for the Animal when moving with Direction.

  • Added: Damager transform to the IMDamage Interface (To know who's doing the damage)

  • Removed CROSS_PLATFORM_INPUT (is obsolete)

  • Fixed: Shader Water .. now its made with ASE (it was causing issues with URPL)

  • Fixed: State.EnterAnimation() method. Some Stae weren't modifying the AnimTags

  • Fixed: Sometimes modes where entering twice on the Animator, causing invoking events twice.

  • Added: Tags Static Method: GetGameObjects by Tag

  • Fixed: Underwater Check for water even though the animal is not on the water.

  • Added: AiAnimalControl.SetDestination(Vector3Var newDestination)

  • Fixed: Ai Animal control does not control anymore the speed changes.

  • Added: Timeline integration.

  • Added: MTimelineManager Component.

  • Added: Zone warning when an animal cannot activate an Mode/Action Zone

  • Modified: Check for null reference on the Aim and LookAt components

  • Added: Scriptable Variable Material_List

  • Fixed: When Animals were grouped on an Empty GameObject, the Attack triggers used the first Animal on the hierarchy. (SOLVED).

  • Added: Update Input Source method on the Animal (Rewired Integration)

  • Fixed: Brain was throwing errors when Waypoints were removed at runtime. SOLVED

  • Added: GetResource method to the Malbers tools.

  • Added: Custom Tags to Zones. Only Animal with the zone tag can interact with it.

  • Fixed: The way the wolf rotates In Place when change the speed abruptly

  • Added: Root Gameobject Reference for the Rider. This may cause issues with characters that have the Animator in places different from the Rider component

  • Added: Drag on Area Mobile joystick.

  • Fixed: Unwanted falling From Edge while going uphill. FINALLY!!!

  • Added: Anti-Fall Feature to the Locomotion state (For animals without a Fall State) E.g. Elephant

  • Improved: Try Activate Condition on the Idle and Locomotion State

  • Fixed: Gravity Bug when the animal get the head sucked on a ledge.

  • Small Optimizations to all MAnimal public Properties.

  • Added: HasMalbersTag extension to transform and gameobject

  • Added: Animal.HasState(string stateName)

  • Added: Malbers Menu > Upgrade Malbers Shaders to URLP/HRLP

  • Added: Step Manager can now Instantiate Tracks too, instead of using one Particlesystem.

  • Added AnimHeight Optional Parameter to the Animal Controller

  • Added AnimHeight Parameter to the Zone Component.

  • Added: Affect Stat on the Fall State (E.G. Reduce Health by Fall Distance)

<HAP>

  • Fixed: Sometime an Error was thrown on Straight mount when the animal was dismounting.

  • Added: Mount→ Disable Mount Triggers.

  • Fixed: UI on the Demo scene was disconnected . (Arrows and Bullet Count)

1.1.5(AC) - 2020 Apr 9 (HAP 4.08)

  • Added: Fly State Land Time.. to avoid immediately landing after the take off.

  • Fixed: When playing Modes the Random Value was enable, it caused Random Idles to play on the Lower Layer

  • Fixed: Small fixes to the Mode Inspector

  • Added: Value Property to Bool, Int and Float Listener Component

  • Added: CheckVarListener Decision to the Brain AI

  • Added HelpBox Attribute

  • Added: On Enter, On Exit Event to the Attack Triggers

  • Fixed: UpdateDirectionSpeed was false instead of true on Start (It caused Zero movement on Non Root Motion Character). IMPORTANT

  • Added: AND AI Biain Decisions

  • Added: OR AI Brain Decisions

  • Fixed: AI Animal Control Must wait one frame to Set the next Target.

  • Added: Look Decision can Search for a Specific Zone with Index

  • Fixed: Play Mode Task (Modes can Interrupt other modes, E.g Attack can interrupt being hitted)

1.1.4(AC) - 2020 Mar 13 (HAP 4.07)

  • Changed: Ground Layer on the Animal is changed to a Layer Var

  • Fixed: Animal Ai Control. When the animal has assigned a Waypoint with no next Target the animal did not stop.

  • Added StateStatus Parameter to the Animal Animator. it allows to change animations on the Active State

  • Fixed: On Climb Start Animations the Animal was not aligned to the Wall

  • Added: Start on Mode.

  • Added: Pick Up and Drop Logic

  • Added: Pickable Item & PickUp UI

  • Added: to MAnimal HasState() and HasMode() bool methods

  • Added: Maximum Gravity Acceleration Limit.

  • Fixed: Animal AI was not able to swim (Now it can using a Nav mesh on the Water).

  • Fixed: CurrentSpeedIndex property had an issue when updating the speed.

  • Fixed: UI for the Speed Modifiers Foldout

  • Modified: Water Layer on the Swim State is now Public.

  • Fixed: Death was not Interrupting Modes.

  • Fixed: Mode_Activate_Ability method was throwing an error if the mode was disabled

<HAP>

  • Added: AutoMount parameter to the mount triggers.

1.1.3 - 2020 Feb 20

  • Fixed: Effect Manager Editor issue with empty Effects.

  • Fixed: Scriptable Reference variables with null Scriptable Vars

  • Added: Zone new Parameter Remove Animal on Active

  • Added: Degeneration Wait Time to the Stat Component.

  • Fixed: When Stats gets to 0 degen did not start again.

  • Fixed: When going Backwards with no Root Motion, it was going forward

  • Attack Triggers have now Which Mode Activate and which Ability Index (by Default is Damage)

  • Fixed: Inspector for Message Behaviours

  • Added: State_AllowExit() to the Animal Callbacks.

1.1.2- 2020 Jan 26

  • Fixed: Fall ray was failing when Raycast Radius was Zero on the Animal.

  • Fixed: Wait variable on the AI Animal Control was set to true when Stop was called..

  • Fixed: Removed Warning with the NavMesh Agent when the Animal was flying and it has arrived to a destination.

  • Fixed: Additional Speed is locked when the Modes are not allowed the movement

  • Fixed: Movement Detected on the Animator was not updating when the Animal was on a mode and Allow Movement was false.

  • Added: New Scriptable Variable : Layer Var

  • Fixed: Underwater State Try Activate method was entering every time. solved

  • Added: On Trigger Proxy.. Added the Option to ignore Triggers

  • Fixed: Move Stop Task on the AI brain was not updating the Stopping distance on the Move to target option.

  • Fixed: Sometimes the animal is to large and when flying the Landing Logic is blocked by the head bone and affects the AI when landing... Added new Blocking Bone Landing Logic to the fly state

1.1.1 - 2020 Jan 19

  • Fixed: Down and Up Inputs Connect with the States with OnInputDown Event instead Of InputChanged Event

  • FIxed: Order of Check State activations conditions

  • Fixed: Idle State Try Activation was using MovementAxis Smooth instead of MovementAxis Raw

  • Fixed: GlideOnly on Fly State + Camera Input caused Unwanted behaviour

  • Fixed: Fly Allow Exit On Input Changes when is using Toggle and Press

  • Fixed: Creating Layers Now does not create duplicated Enemy Layers

  • Fixed: On Point Click Error throw by the Animal AI Control when A mode was interrupted by a new Destination

  • Removed: Instantiate Parameter on the Effect Manager.

  • Fixed: Stopping 1 frame on WayPoints with no wait time

  • Fixed: Lock Movement with AI has ignored.

  • Added: Debug Aim Name

  • Fixed: Aim Assist was using the Root Transform instead of the Collider

  • Fixed: Attack Trigger On Exit Enemy Stats where skipped when the trigger was disable.

1.1.0 - 2020 Jan 09

  • Added: AI Brain (Based on the Plugable AI Tanks Tutorials by Unity)

  • Added: Aligner Script

  • Added: Mode Parameter [Ignore Lower Modes]: which Modes with higher priorities to interrupt other modes.

  • Added: Animal Center Parameter (Position beween both Hip and Chest Pivots)

  • Fixed Bug: The Imnnune property on the Stat was not working properly

  • Added: IWayPoint Interface new methods (TargetArrive and WPTransform)

  • Added: Required Field Attribute

  • Fixed: Attack Trigger collider component where not set to Trigger on Enabled.

  • Fixed: Bug. Modes sometimes stayed Active after the mode was disabled.

  • Removed: Height Parameter (is no longer Needed)

  • Fixed: On the Stats: Degenerate it was not Degenerating on Enable.

  • Added: Aligner Attack Modifier (It does the same as the Attack Aligner Mode Modifier).

  • Removed Align Section from the Zones and Replaced it with the new aligner Component

  • Zones are now Prefab Variants

  • Fixed: Jump Basic Parameters and Activate method.

  • Added: ModeAligner Script

  • Added: AITarget Script and IAITarget Interface

  • Added: Mode Parameter [Ignore Lower Modes]: which Modes with higher priorities to interrupt other modes

  • Fixed: Modes sometimes got stuck.

  • Fixed: Attack triggers with big areas did not attack twice if the target animal never exited the Attack trigger

  • Fixed: Undo on Blend Shape component

  • Fixed: Undo on Material Changer component

  • Fixed: Undo on Active Meshes component

  • Added: Jump Basic has now multiple Jumps

  • Added: AI Climb UP (Check Racocon)

  • Fixed: On Scaled Animals the Falling Gravity was failing

1.07 - 2019 Nov 20

  • Fixed: Annoying bug that jump into the sky when was on a ledge or the ground disappear

  • Added: Enable Disable Sound Event Method

  • Added: Perching Zone (Birds)

  • Added Random Parameter... it was interfering with the Int ID when it was used as a Mode Status

  • Added Speed Lock Change Method so It can be able to lock speed changes .

  • Fixed Bug: when using AIAnimal Control, the Next target on an Action zone is Null, the animal kept trying to enable the Zone

  • Fixed: When Jumping without Forward movement the animal did not can move forward when Air Control was enabled

  • Added: Speed Methods to change Speed via Code

  • Fixed: Fly |Try Exit| Condition (Animal Scale and Land Multiplier were not applied)

  • Fixed: Lomotion |TryActivate| Condition (UPDown Axis was Ignored)

  • Fixed All Animator Exit Conditions on all Assets

  • Added Tool Tips to the States Parameters

  • Fixed Bug (when an animal get stuck on a Falling animation with the colliders and It can land the Gravity Acceleration get reset.

  • Created Basic Jump State

  • Fixed Bug: Glide Only left The Current Speed disabled.

  • Fixed Bug: AI Animal Control was failing when it the agent was out of the NavMesh because the Agent Component was disable.

  • Added Gravity Direction to the Free Look Camera

  • Fixed: Rotation on the Free Look Camera is now updated with the Update Type (Fixed or Late Update)

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