💫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

New Ladder State
Find Bone in Context Menu
Projectiles now are using Unity Pooling system (Multiple and spread angle)
Vertical Raw Animator Parameter

Combos now have an Active value.

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.

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.

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.

Last updated
Was this helpful?