[1.1.16] Launched!


1.1.16

Added

  • Effect actor component to handle all particle effects emitted by objects. Call the Play() method and pass a particle system to spawn the effect and play it automatically
  • Events for jumping on actor motion
  • Some more dependencies which were required
  • Some information as to how to use the game kit settings in the game kit settings window
  • Discord support link for the game kit under the Help tab
  • Title text to Gamekit Settings Window
  • Functions under Motion, Combat and Direction to change the target – these functions can also be called as a - UnityEvent from the Inspector
  • Function inside AssetSearch to retrieve an Asset from the Asset folder
  • More in-code documentation and function summaries to make things easier to understand when extending the code

Changed

  • Updated the settings interface for the Gamekit Settings window
  • General and SceneTransition settings split up into separate categories in the Gamekit settings editor window
  • ISceneEffect interface renamed to IEffect, to be easier to understand, and because the interface & its functions have been elevated to all effects, not only scene effects
  • Some GUI colours just so they stand out a little more to be epic
  • Motion and Combat GUI to be less ‘cluttered’ – now with header groups!
  • Can no longer manually assign and create a custom gun to an Actor’s combat component. Instead, create a stand gun via the button, and then modify the created gun as you wish
  • SaveProfile is now sealed class, can no longer inherit this class – it should do everything you need it to, sealed to reduce errors users may cause
  • Moved some functions from AssetSearch to private editor class so that users don’t break stuff – these methods should only be used by the game kit in the backend, so no need to expose them
  • RotateGun() inside Combat component is no longer protected virtual, set to private now, there should not be a need to override this method anyway
  • SaveSystem almost entirely re-written, now it is easier to understand and far more expandable. Please refer to the updated documentation on the website

Fixed

  • Created gun transform in scene no longer generate with “(clone)”
  • Wrong animations on level exit template object
  • Actor with shooter combat not referencing the bullet particles on manually assigned gun
  • No more “MissingReferenceExceptions” on unassigned input bindings when changing or unloading a scene
  • No more errors when reloading the Gamekit settings window after scripts compile or after the game is stopped/start etc.
  • Fixed onDash events not being invoked after the player dashes
  • ReferencedLoopHandling exception when trying to save Vectors using the Custom Save Manager

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