↗️Upcoming Changelog

DOCUMENTATION FOR IK 88% AND WEAPON SHOOTABLE..

  • Fix Raven RootMotion animations

  • Unreal Rabbit FUR

  • FIX Poly Art Tiger issue with RootMotion

  • Unreal Racoon FUR

  • Mobile Dragon Skeletal Meshes crashes in UE5.5

  • LOD for Kuzar!!

  • Fix Tiger Sketchab Demo


⚙️Added: New Super Item FOR 1.5.0f

🙌


1.5.0b(AC) - 4.5.0b(HAP) - 2024

  • Added: Lock Target Obstacles Check

  • Added: ActiveAbilityConditions for the modes. (Those can override the current active ability)

  • Added: Gizmo Visualizer draws mesh and capsule colliders

  • Added: Brain > Task Reaction2

  • Added: Mode -> On Enable, On Disable reactions and events

  • Added: Mode -> Abilities -> Skip from Random.

  • Added: New Ability ID choosing system for Modes

  • Added: Weapon Manager -> Drop Weapon List States

  • Added: MInput Link > OnInput Up > InputUpFailed Time. Useful to have a single Input for light and heavy attacks (DarkSiders 3 )

  • Added: Trigger Proxy -> Reactions

  • Added: Trigger Registry ( Improves Colliders' interactions and detections)

  • Added: Ground Aligner Playable for Timeline

  • Added: Now you can use Scriptable vars to hide other parameters

  • Added: Stat Modifier, Base Stat to use as a base for the Modifier value

  • Added: Transform Offset Var Reference

  • Added: Align Component -> Ignore Y position

  • Added: ReactionVar and StatModifier (TransformVar and GameObjectVar Parameter entries)

  • Added: AI Control -> Force Stop Mode on Target

  • Added: Conditions Multiple: Thanks @JimmyandGeorge

  • Added: [ContextMenu("Update Formula")] to Float Formula Thanks @[BaltaRed] Junior Baltazar

  • Fixed: Set Var Listener Task.

  • Fixed: On Attack Missed (On Projectiles was ignored)

  • Fixed: Stats - Default Regen and Degen Rate were inverted.

  • Fixed: Teleporting no longer causes the camera to stay behind.

  • Fixed: Bow String was kept on the character's hands

  • Fixed: UnderWater Swim, when swimming upwards, the character was entering the fall state

  • Fixed: Mount -> Speed Evaluation was ignored on Speed modifiers

  • Fixed: FOUND A WEIRD ISSUE WITH ROTATING PLATFORMS... it slowly pushes the character from the correct position (Thanks so much @Lexus-1)

  • Fixed: MInput Link was not updating the Clone Input Action Asset from the Player Input (Input System 1.14 Changes)

  • Fixed: Look At was not using the Aimer Raw Direction

  • Fixed: Scriptable Material Lerp now interrupts the values

  • Fixed: MInputLink EnableInput not working correctly, thanks @ᚲᚨᚱᛁᚹᚨᚱᚷᚱ

  • Fixed: Persistent stances were changed by the Weapon Stances when equipped.

  • Fixed: Ground Alignment was not working properly on moving platforms

  • Fixed: Ragdoll State now delays 3 frames the activation. Needed to drop weapons when death

  • Fixed: Point Click AI Target Detection

  • Fixed: Dodge using Aim weapons was causing an error

  • Improved: Trigger Proxy logic.

  • Overall Improvement in code. Thanks @Floky!!

  • Improvements: Conditions v2 (Improvement everywhere)


  • ⚙️Added: Basic Vehicle State

  • ⚙️Fixed: Swim Bounce when entering the water was too deep

  • ⚙️Added: Basic empty state??

  • ⚙️DarkSiders Idea: Rolling, Dashing on Edges the character will not fall..

  • ⚙️Mode Aling v2...

  • ⚙️Split Screen Demo


  • ⚙️Added: Basic Vehicle State

  • Tutorial on how to do Shootable Weapons

  • ⚙️Added: Basic empty state??

  • when in close proximity to a wall, if you aim a weapon, it will clip through the wall. In most modern third person games, if you do this there is a system in place in which the character will "pull back" if there isn't enough room, preventing the player from aiming until space is available in front of them.

  • States Different States: (Manual, Automatic, Automatic by State, by Interactor, by Zone

  • DarkSiders Idea: Rolling, Dashing on Edges the character will not fall..

  • Darskiders Idea: Quick Input, Normal Attack, Hold Input Heavy Attack

  • Mode Aling v2...Object

  • ⚙️ Rider does not die when mounting

  • ⚙️State Inspector does not allow dragging objects or using the Objkect reference button in Unity 6




Next New features Possible additions

Bugs reported Email

  • ⚙️Added: Stat System -> not it can have multiple Degeneration and Regeneration besides the default one

  • REMOVE ALL EXIT AND INTERRUPTED TRANSITIONS TO THE MODES

  • Removed: Animations Warnings for Humanoids when Importing for the first time 60%

  • Ad

UNICORN ATTACK

  • Extra Runtime

May or may not be pushed to the next-next update.

  • Added:⚙️Combo Manager -> Play AutoCombo. This allows AI to Play a combo automatically.

  • Added: ⚙️Ragdoll State!

  • Added: ⚙️Zipline State

  • Added: ⚙️Rail Grind State

  • Added: ⚙️Stair Grind State

  • Added⚙️: Climb State DropLedge Feature?

  • Added: ⚙️ Player Repositioning using Camera Direction https://youtu.be/mGddMqhQHDQ?t=35

  • Fix!!!! Rabbits Eyes are embedded in the main texture

  • Added: Condition Exit to Modes. (E.g. Exit when grounded)

  • Added: New 3rd person Camera Main (Compatible with New Input System) 😩

  • Added: Injured Stance (Human) ⚙️

  • ⚙️In Progress: Brain Component Slave Brain. (This allows to control 2 brains at the same time) Useful for Mount and Rider stuff.??

  • ⚙️In Progress: Fall Rotator (Allow to use the Rotator on the Fall State to do cool swim Jump Animations)

  • Added: ⚙️New Advanced Weapon System

  • Added:⚙️ Rider Dismount Uses now Raycast to avoid unwanted dismount situations

RoadMap - Upcoming Features

🛣️Road Map

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