💫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

New Torch example

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

New Conditions on States

New Conditions on Modes

What's new in AC 1.4.8- HAP 4.4.8

Effects Preview

Override Capsule collider on States

Now the Main Capsule Collider can change on each state to a new shape

New Ladder State

New Ladder State

Find Bone in Context Menu

Find Bone Context Menu

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

Vertical Raw Animator Parameter

Used to notify the animator changes in the speed. This is use for connection animations like [Idle to Run]

Combos now have an Active value.

You can enable or disable combos

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

Grid Spawner

What's new in AC 1.4.6- HAP 4.4.6

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

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:

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

Human Core prefabs hierarchy changed

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

Gizmo Visualizer Improved

Gizmo visualizer now has connection lines to help identify connections

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

IK Manager

Wall Vertical Run

New Speed Modifier

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

New Screen Debug Mode

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

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

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

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

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

  • 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


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.

Integration with Cinemachine 3.

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.

Align Look At Reaction.

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

Aim Reaction.

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

Combo Manager Buffer time

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

Now the Combo Manager will wait the precise animation time to play the next sequence

Projectiles, Gravity Distance

After a given Distance, the projectile will fall.

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

Turn in Place by camera

Allows Steve to turn around using a camera angle.

You can disable this new feature my simply hiding this game object

Brain.Mode Task -> Stop Mode On Exit

Mode can be stopped on Exit Task.

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.

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