# What's New

Let's review what's new in each version of AC and HAP

## What's new in AC 1.4.9- HAP 4.4.9

### New Conditions 2

{% embed url="<https://streamable.com/3u6zvg>" %}

### New Torch example

{% embed url="<https://streamable.com/bivyid>" %}

### New Ladder Hand IK to place the Hands properly on the Handles

{% embed url="<https://streamable.com/acgvyp>" %}

### New Conditions on States

<figure><img src="/files/ibOuqCgcswDWdVxgV9la" alt="" width="446"><figcaption></figcaption></figure>

### New Conditions on Modes

<figure><img src="/files/DUpUIHVgFQmabQzFiYzK" alt="" width="404"><figcaption></figcaption></figure>

## What's new in AC 1.4.8- HAP 4.4.8

### Effects Preview

{% embed url="<https://streamable.com/qnakyo>" %}

### Override Capsule collider on States

<figure><img src="/files/srv2gsTPNXx5FuXtyWVP" alt="" width="538"><figcaption><p>Now the Main Capsule Collider can change on each state to a new shape</p></figcaption></figure>

### New Ladder State

{% embed url="<https://streamable.com/cnr3eb>" %}
New Ladder State
{% endembed %}

### Find Bone in Context Menu

{% embed url="<https://streamable.com/1xnrks>" %}
Find Bone Context Menu
{% endembed %}

### Projectiles now are using Unity Pooling system (Multiple and spread angle)

{% embed url="<https://streamable.com/o2thq7>" %}

### Vertical Raw Animator Parameter

<figure><img src="/files/SBFmrgjnJ7gZRJByGQ6z" alt="" width="538"><figcaption><p>Used to notify the animator changes in the speed. This is use for connection animations like [Idle to Run]</p></figcaption></figure>

### &#x20;Combos now have an Active value.

<figure><img src="/files/tm09jG9rwz7aZwfa7mVS" alt="" width="525"><figcaption><p>You can enable or disable combos </p></figcaption></figure>

### Combos have now Disable OnFinish Disable on Interrupt

The Combo will be disabled until you enable it again. E.g. The Air Combo is disabled until the character is grounded again

<figure><img src="/files/T3rja6QsLGe5lrO1KsWf" alt="" width="537"><figcaption></figcaption></figure>

### Grid Spawner

<figure><img src="/files/57folMbNdPCSlh4vr7Vv" alt=""><figcaption></figcaption></figure>

## What's new in AC 1.4.6- HAP 4.4.6

### Unity New Input System is the Default Input for AC and HAP

<figure><img src="/files/AQziiKBffG8n8fBsAPSe" alt="" width="563"><figcaption></figcaption></figure>

Old Unity Input System is still available. You can find Old Prefabs in the same location than the new Input Prefabs.

### Help Panel detects changes in the current used device

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:

<figure><img src="/files/BMBuGaZouJQocD9I9VLJ" alt="" width="555"><figcaption></figcaption></figure>

The help panel will listen to this and it will change the buttons UI to show the proper device

<figure><img src="/files/ICwsIOShd7rlbiNosQTE" alt=""><figcaption></figcaption></figure>

### Human Core prefabs hierarchy changed

<figure><img src="/files/n6anZSqvB90sr6eMqkh4" alt="" width="497"><figcaption></figcaption></figure>

**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.

## New Shader Graph shaders

AC and HAP use new Shader graph editors which makes them compatible with all Render Pipelines

<figure><img src="/files/DFyd2NSLt92E243wmmyX" alt=""><figcaption></figcaption></figure>

### **Gizmo Visualizer  Improved**

Gizmo visualizer now has connection lines to help identify connections

<figure><img src="/files/c8pldImGDxKvPvNYi4o1" alt=""><figcaption></figcaption></figure>

New Lens Eye Shader for all animals and Creatures

## What's new in AC 1.4.5- HAP 4.4.5

* **Added:** Add Force Reaction Type Target Push/Pull

{% embed url="<https://streamable.com/wyae2j>" %}

### IK Manager

{% embed url="<https://streamable.com/p8rire>" %}

### **Wall Vertical Run**

{% embed url="<https://streamable.com/k8c2us>" %}

{% embed url="<https://streamable.com/2kg1c0>" %}

### New Speed Modifier

<figure><img src="/files/X5MgBn0RBj8ZmxWnnBwM" alt=""><figcaption></figcaption></figure>

{% embed url="<https://streamable.com/gplim2>" %}

### **Added**: Local Vars Component. -> Store accessible variables everywhere.

<figure><img src="/files/ujFAziMyVKW1i9JBzlBh" alt=""><figcaption></figcaption></figure>

### New Screen Debug Mode

We now have a new On Screen Debug Window (Only shows the Selected Animal Controller)&#x20;

{% embed url="<https://streamable.com/s79jpz>" %}

### **Added: Cloth Meshes for Steve (Shirt, Pants, Shorts, Shoes) (New ACTIVE MESH SYSTEM)**

{% embed url="<https://streamable.com/gn3nug>" %}

<br>

## What's new in AC 1.4.4c- HAP 4.4.4c

**Added:** Pickable -> OnFocused, Dropped, Picked Reactions

<figure><img src="/files/DfxcVs2U79sNR7DVQYn7" alt="" width="458"><figcaption></figcaption></figure>

* **Added**: Sprite Comparer Component. You can use it to compare sprite values (Requested by @HeyBishop)

<figure><img src="/files/d3R0Hy8jHGCNBSdC6chF" alt="" width="443"><figcaption></figcaption></figure>

* **Added**: Pickable -> Now it has multiple holders that can be used on the PickUp Drop Component

<figure><img src="/files/DTo9Q7XcCgjkv6OakLjp" alt="" width="440"><figcaption></figcaption></figure>

<figure><img src="/files/ngZBnMSD2joOPWuWOSQI" alt="" width="451"><figcaption></figcaption></figure>

**Added**: AI Target -> Now it has a target distribution

{% embed url="<https://streamable.com/m9lnji>" %}

## What's new in AC 1.4.4a- HAP 4.4.4a

* **Added**: Unity Spline Integration (Path Constraint)

{% embed url="<https://streamable.com/2z8qm2>" %}

* **Added**: Grab Ledge -> Ledge Hit Object. Uses a gameobject position  to detect Ledges to Climb. Use the Focused prefab to show climb UI.

<figure><img src="/files/dhV13opQT48DnwHb7jhP" alt=""><figcaption></figcaption></figure>

* **Added:** States -> Disable Modes List and No Modes Allowed parameters&#x20;

<figure><img src="/files/uFU7ZvyVBsin5jjabbpE" alt="" width="369"><figcaption></figcaption></figure>

* **Added:** FloatLerp Component

{% embed url="<https://streamable.com/vvq236>" %}

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

<figure><img src="/files/2ZC8f0rX0sPMp7srkPn4" alt="" width="360"><figcaption></figcaption></figure>

* **Added**: Reaction -> MDamageable Set profile.

<figure><img src="/files/wSK47x63S9nUhRo5FJ8Q" alt="" width="484"><figcaption></figcaption></figure>

* **Added:** Brain Decision -> Chance Decision. Wait using a chance to change to a new Brain AI State&#x20;
* **Added:** Brain Decision -> Check Malbers Tags. Check&#x20;
* **Added:** Pull/Push Animations Human.
* **Added**: Animal Controller -> Global RootMotion parameter. Disable completely the rootMotion.

<figure><img src="/files/z2dr03KEldkPCLqjZr74" alt="" width="424"><figcaption></figcaption></figure>

* **Added**: ModeAlign -> Exclude Abilities list parameter&#x20;

<figure><img src="/files/zspb4puQd8ewd5t057IJ" alt="" width="374"><figcaption></figcaption></figure>

***

## What's new in AC 1.4.4 - HAP 4.4.4

### Debug Gizmos \[On] \[Off]

All gizmos can be enabled or disabled for better performance.

<figure><img src="/files/cVtZXxV6OjMiCrGu4yaS" alt="" width="501"><figcaption></figcaption></figure>

### Integration with Cinemachine 3.&#x20;

Now you can upgrade all  cinemachine scripts to CM3

<figure><img src="/files/NPikJG5vXPLe9Ge095pN" alt="" width="563"><figcaption></figcaption></figure>

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.

<figure><img src="/files/gFyHKGYUNHTiJuOpTvoI" alt="" width="515"><figcaption></figcaption></figure>

<figure><img src="/files/p0bFaJ7yQfpkAt4caONw" alt="" width="446"><figcaption></figcaption></figure>

### Align Look At Reaction. &#x20;

Add a quick Look Align to a gameobject. E.g. it can be used to align any  Animation mode  to a Direction

<figure><img src="/files/md5tWOv91cLtpgggIfUl" alt=""><figcaption></figcaption></figure>

### Aim Reaction.&#x20;

Change the values to the Aim Component. Leave it empty to clear the current target.

<figure><img src="/files/JrLp8I5WASVYgrU7q30r" alt="" width="454"><figcaption></figcaption></figure>

### Combo Manager Buffer time

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

<figure><img src="/files/sYeVi5Fk2xSuktwbsqDH" alt="" width="563"><figcaption><p>Now the Combo Manager will wait the precise animation time to play the next sequence</p></figcaption></figure>

### Projectiles, Gravity Distance

&#x20;After a given Distance, the projectile will fall.

<figure><img src="/files/C9LCpkals94m02lHQh2C" alt=""><figcaption></figcaption></figure>

### Animal Controller Inspector improvements

Mode List, and State List now can be Hidden. It improves the performance of the Inspector while using the Animal Controller

{% embed url="<https://streamable.com/zaxejy>" %}

### Turn in Place by camera &#x20;

Allows Steve to turn around using a camera angle.

{% embed url="<https://streamable.com/hdbgcx>" %}

<figure><img src="/files/larW7qlAJ59IUMgDqQTD" alt="" width="520"><figcaption><p>You can disable this new feature my simply hiding this game object</p></figcaption></figure>

### Brain.Mode Task -> Stop Mode On Exit

Mode can be stopped on Exit Task.

<figure><img src="/files/q15wzujgs0C0PXGmu875" alt="" width="467"><figcaption></figcaption></figure>

### **Animal Controller -> Free Movement Event**

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.

<figure><img src="/files/9ZYr6SEYwkW5XITFtpTP" alt="" width="467"><figcaption></figcaption></figure>


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