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Version 1.83 - Cutscene borders template and minor bugfixes

A comparatively small update this time, but one that addresses a few issues that have cropped up recently.

Update note

  • Player/NPC "Wall collider layer" fields are now a LayerMask field, not a text box

Templates

  • Added: "Cutscene borders" template - use to display animated borders during cutscenes

ActionLists

  • Added: Ability to disable Actions within the ActionList Editor window
  • Added: Ability to auto-arrange all Actions within a selected Group
  • Changed: If the "ActionList: Check running" Action is used by an asset to check if itself is running, the check will ignore its own instance
  • Fixed: "Camera: Switch" Action's "Wait until finish?" option not working if "Return to last?" is checked
  • Fixed: ActionList groups not updating correctly when scrolling with the mouse-wheel
  • Fixed: "Scene: Switch" and "Scene: Add or remove" Actions not accepting tokens when referencing scenes by name

Menus

  • Added: Option to the "Menu: Update content" Action to handle text translations before updating the Menu element
  • Added: "During Cutscenes And Conversations" Menu appear type option
  • Added: The alignment of item count labels can now be configured for AC-based InventoryBox menu elements
  • Fixed: Auto Correct UI Dimensions component shrinking Menus each time they turn on
  • Fixed: Unity UI-based Menus sometimes behaving incorrectly after loading a save-game file
  • Fixed: InventoryBox element affecting Text children even if its properties are configured so as to have no text
  • Fixed: Issue when updating a Menu element's texture with the "Menu: Update content" Action

Interactions

  • Added: Ability to set - through script - the radius of the cursor raycasts used by the PlayerInteraction script in 2D games
  • Fixed: Hotspot labels sometimes replacing "Give" interactions with "Use"

Characters

  • Changed: Character "Wall collider layer" field is now a LayerMask field, not a text box
  • Fixed: Character sorting lock data not being saved correctly if they rely on a Sorting Group component
  • Fixed: Characters that use "retro-mode pathfinding" sometimes not moving when a "Character: Move to point" Action's target is too close to the character
  • Fixed: Footstep sounds played via animation events playing multiple times while blending animation states

Misc

  • Added: Ability for custom Events Editor event scripts to exist outside of AC's Scripts folder
  • Added: Option to prevent Objectives from setting their Active state to one listed above its current state in the Editor's States panel
  • Added: Options for Timers to run in "unscaled time"
  • Added: Ability to manually force the GameEngine object as the scene's main instance within the Multi Scene Checker component
  • Changed: The AC Status box now scales with screen size, so that it is always readable

Comments

  • Only now do I realize how much I missed the ability to disable actions. And the scaling of the status box. Thanks a lot, Chris.

  • One thing I noticed: When I update from AC 1.79.3 to 1.83, all global events are lost in the Events Editor. The list is empty. Do I need to reconnect something?
    Unity Version: 6000.0.36

  • There was an issue related to the way Events were being saved - I'm afraid it may be that you need to recreate them when jumping between those versions. How many are missing?

  • Ah, ok. No problem for me, I only had a few events for objective and inventory in my project.

  • Thank you so much for the update again! I really love all the new changes!

  • Great update, thanks Chris

  • Updated from 1.79.0 today, but noticed it's not bringing across the MultiSpriteFader - has that script been made obselete? I saw that the script is greyed out in the list of scripts being imported during the update, too. The game will run fine if I delete the old multifader script, but the function is used throughout a bunch of my ActionLists and would really like to try and keep the use of it if it's possible?

    This is the error I'm getting after the update:
    Assets\AdventureCreator\Scripts\Actions\ActionMultiSpriteFade.cs(18,10): error CS0246: The type or namespace name 'MultiSpriteFader' could not be found (are you missing a using directive or an assembly reference?)

    In case it helps, I'm on Unity 2020.3.2f1

  • Does the error show only once you delete the MultiSpriteFader script?

    MultiSpriteFader / ActionMultiSpriteFade aren't a part of AC - they sound like custom scripts. Did you grab them from the wiki?

    Custom scripts should generally be kept out of the main AdventureCreator folder. You can keep them, but they should be moved into a separate Assets directory. Custom Actions will need to be in a unique directory, that's pointed to from the Actions Manager.

  • Oh my gosh, yes I now realise MultiSpriteFader was indeed a custom script - my apologies Chris. Thanks for the tips, sounds like an early mistake I made and since forgot about, my bad!

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