💫What's New
Last updated
Last updated
Let's review what's new in each version of AC and HAP
Old Unity Input System is still available. You can find Old Prefabs in the same location than the new Input Prefabs.
With the new use of the Input system now we can detect automatically when the Keyboard and Mouse or a Game Pad is being used to control the character. In the MInput Link component, there's an event that stores the current device:
The help panel will listen to this and it will change the buttons UI to show the proper device
The Player Core prefab are features and mechanics only a player-controlled character should use. AI characters should not have those. It includes the Main Camera target, Lock On Target, search for enemies.. etc
The AI Core prefab are features used for AI characters..NPC and Enemies. It includes the AIControl, AI Brain, and Nav Agent components.
AC and HAP use new Shader graph editors which makes them compatible with all Render Pipelines
Gizmo visualizer now has connection lines to help identify connections
New Lens Eye Shader for all animals and Creatures
Added: Add Force Reaction Type Target Push/Pull
We now have a new On Screen Debug Window (Only shows the Selected Animal Controller)
Added: Pickable -> OnFocused, Dropped, Picked Reactions
Added: Sprite Comparer Component. You can use it to compare sprite values (Requested by @HeyBishop)
Added: Pickable -> Now it has multiple holders that can be used on the PickUp Drop Component
Added: AI Target -> Now it has a target distribution
Added: Unity Spline Integration (Path Constraint)
Added: Grab Ledge -> Ledge Hit Object. Uses a gameobject position to detect Ledges to Climb. Use the Focused prefab to show climb 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. Wait using a chance to change to a new Brain AI State
Added: Brain Decision -> Check Malbers Tags. Check
Added: Pull/Push Animations Human.
Added: Animal Controller -> Global RootMotion parameter. Disable completely the rootMotion.
Added: ModeAlign -> Exclude Abilities list parameter
All gizmos can be enabled or disabled for better performance.
Now you can upgrade all cinemachine scripts to CM3
To Upgrade to Cinemachine 3, make sure Unity 2023 is installed.
Upgrade the Package in the Manager and after that Unpack the Malbers CM3 package.
Add a quick Look Align to a gameobject. E.g. it can be used to align any Animation mode to a Direction
Change the values to the Aim Component. Leave it empty to clear the current target.
Combo Manager -> Now it buffers the Input and waits for the correct time to play the next sequence.
After a given Distance, the projectile will fall.
Mode List, and State List now can be Hidden. It improves the performance of the Inspector while using the Animal Controller
Allows Steve to turn around using a camera angle.
Mode can be stopped on Exit Task.
Animal -> On FreeMovement Event. Now you can subscribe to the OnFreeMovment Event to know if the animal is flying or swimming underwater. A good use of this event is to show UI that is only used when Up Down Movement in the Y axis is needed.