# 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FFLz0AIyPi1mxEF9bYcyE%2Fimage.png?alt=media&#x26;token=d2bc8810-daf0-433b-97b0-8f347388e109" alt="" width="446"><figcaption></figcaption></figure>

### New Conditions on Modes

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F1YBOFvBAw43XBZVyfgww%2Fimage.png?alt=media&#x26;token=6e64d007-f298-4e94-8244-1d816464bbd8" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FFG0h2MJlshcGnCzGa5GF%2Fimage.png?alt=media&#x26;token=6237177b-947c-4dad-9a5e-53bc6309a49c" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FtAAJodQw7uwUpIgm0BL2%2Fimage.png?alt=media&#x26;token=c2604397-b2bc-443f-bdc5-1349fcf5be81" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FVjEdH8n9F5mgUH4AwntX%2Fimage.png?alt=media&#x26;token=7e661c1d-126a-41ae-a608-332deb0005d5" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FIlA7sEZ6XjfCq2L1wMKx%2Fimage.png?alt=media&#x26;token=abc67d90-8cdb-40ab-9748-d661db72cb86" alt="" width="537"><figcaption></figcaption></figure>

### Grid Spawner

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2Fg0H7iCu51H7i4jPsoPZN%2Fimage.png?alt=media&#x26;token=869de8b9-c95c-45e6-9c11-bc60778e6600" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FCGXh2npKV94KyrJ3lNYR%2Fimage.png?alt=media&#x26;token=f91d1f72-62d8-4cfc-9bac-e7bca16f16b7" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FVVe4wOA5wEOeFP3kueuX%2Fimage.png?alt=media&#x26;token=630d0372-7002-4fbe-b2ab-1df940086b16" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FshCGYM1xAkfRbJTYUohK%2FUnity_wNkhNCCubw.gif?alt=media&#x26;token=83a1a162-e694-4f6f-a135-51f002e224a2" alt=""><figcaption></figcaption></figure>

### Human Core prefabs hierarchy changed

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FMQcqJ4JLifJlt0a6mQy7%2Fimage.png?alt=media&#x26;token=2b465a1d-aab8-4f91-a5a7-ff2da44ba59f" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F8mrsWj1j2nVfqjWvNEjl%2Fimage.png?alt=media&#x26;token=cb274211-461a-4376-9a8f-223771d66e61" alt=""><figcaption></figcaption></figure>

### **Gizmo Visualizer  Improved**

Gizmo visualizer now has connection lines to help identify connections

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FXqvl6Rsd3KqO2LFPCX3e%2Fimage.png?alt=media&#x26;token=00221b9d-7908-4313-8afd-daaf3c743eb0" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FOj4Fl8nSYYpxfL3BHXI0%2FUnity_N7yApykmGn.png?alt=media&#x26;token=ddc111f7-6ed4-4b9c-adcc-a366ec684dec" alt=""><figcaption></figcaption></figure>

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

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

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F1AatGAuALLvyAzJXI1p3%2Fimage.png?alt=media&#x26;token=59a65a33-be0d-4e74-b75e-73147cc652b8" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FixRVh1pl0OVcKIG2NUhO%2Fimage.png?alt=media&#x26;token=766632a8-b5d4-430e-8a45-7e3764a08fa8" alt="" width="458"><figcaption></figcaption></figure>

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

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F3b2VMdgTROKAbUmx5Tu2%2Fimage.png?alt=media&#x26;token=7ff861ab-815e-4544-8d79-026fbd20db62" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FHH1LWISDlqD2clgI7HHu%2Fimage.png?alt=media&#x26;token=a665a9ae-fd32-453d-a367-526361db4969" alt="" width="440"><figcaption></figcaption></figure>

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FfU3qb4tL7VL3XSoqGvSR%2Fimage.png?alt=media&#x26;token=5ce8e5ff-96d9-410d-a67a-2051117ba8c7" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F0H6ljHNexb6mFjuS48G3%2Fimage.png?alt=media&#x26;token=27bebc5d-f150-4d60-9d6a-3505ec767949" alt=""><figcaption></figcaption></figure>

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

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FHpXYvYCE8JxXPMy8eton%2Fimage.png?alt=media&#x26;token=9cb37def-1e06-4447-a4e5-6258e4c4d02b" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F4iN9aZZOjV7OmAPOs7mU%2Fimage.png?alt=media&#x26;token=6f9838a2-c5a2-45a3-8d2c-21f5581c61da" alt="" width="360"><figcaption></figcaption></figure>

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

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2Ff6FMHtS5vOZMxzr7wLTF%2Fimage.png?alt=media&#x26;token=a4f4f81f-f7db-44dc-abb2-d4ae64f7711f" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FPaxOvTPfdLzxIhwY5g37%2FUnity_4aEtgXLgdL.png?alt=media&#x26;token=f6351184-030a-4290-b639-98d12d217fd7" alt="" width="424"><figcaption></figcaption></figure>

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

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FPlFEcMewEeS0rXwjJQLl%2FUnity_igc2A3pWHu.png?alt=media&#x26;token=e1e49591-701a-452d-9c1e-b84abe42ddc1" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FMk4l5mQU5Drg7tteHi6m%2Fimage.png?alt=media&#x26;token=afea0629-6fc2-4f54-b4f3-c7935615c5c1" alt="" width="501"><figcaption></figcaption></figure>

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

Now you can upgrade all  cinemachine scripts to CM3

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F6LQc1Fpy5fCYB2ssgH98%2Fimage.png?alt=media&#x26;token=3b3b78e0-1f14-4cd7-8fc6-cc4fb46800a1" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F1woZYe9JZQ63Wqsm2oiX%2Fimage.png?alt=media&#x26;token=f9a123d9-14e7-4b15-b1c2-4de9e7ede6ee" alt="" width="515"><figcaption></figcaption></figure>

<figure><img src="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FketOE2vpOSkP7ygtFvfY%2Fimage.png?alt=media&#x26;token=deb515fd-eac2-4147-9a6d-68546580bc90" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2Fl3MAONsNhyguo0ddcCsL%2FUnity_oNhMV9TRFu.gif?alt=media&#x26;token=59982dba-13d2-42b9-88de-9979b95e1cc0" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FTQnULL52DVU4Zr7gKFco%2Fimage.png?alt=media&#x26;token=869ebb21-8ef8-48d8-bdce-2241bd5f5c85" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2F7XJ85kEBYQgMnLbpcHVN%2FUnity_QUAAQm7ein.png?alt=media&#x26;token=2b67475b-d0f3-4e0f-985b-3a3ebead1ebb" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FG4w3wdECde57OLpGHbVU%2FUnity_1AF1aZbzUP.gif?alt=media&#x26;token=da628510-0643-48d4-9f0c-7cd96d6a9462" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FbErn37To3WfwcB0gWkNY%2Fimage.png?alt=media&#x26;token=775c166b-6e32-4c7f-9fd8-8bb0bea44c1c" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2Fv2C20hCBlOiUZJ9QSprC%2Fimage.png?alt=media&#x26;token=de15a4ad-4ea7-4040-a26f-a6daee036f83" 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="https://963537199-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-Lzhr1XSMzMqNXjRnNlb%2Fuploads%2FcCssR6NOjMT1HHFeGNBw%2Fimage.png?alt=media&#x26;token=0012254f-c22a-46cd-890c-0feb05784a5b" alt="" width="467"><figcaption></figcaption></figure>
