While working on a new game tutorial series (2D Platformer), I've found some stuff that could be made even easier. So, there's a new version coming this week - including:
Input Keys: Touch The new Consume Fingers option will consume the touches used for touch input keys. This will make them unavailable for other touch inputs, e.g. activating control HUDs.
Menu Settings, GUI Boxes: GUI Skins The new Fade Button Children option will optionally fade the alpha or color of a button's child objects (i.e. text, images) when using the new UI. Use this if you want the content of a button (e.g. choice) to also be faded when highlighting/disabling a choice.
Vector3 Values New Velocity selection available when using the Game Object Vector3 type. This uses the velocity of a game object's Rigidbody or Rigidbody2D component as Vector3 value. E.g. you can now use the Clamp Transform step to directly clamp/limit the velocity of a rigidbody to be between -10 and 10 on the X axis in a single node.
Schematic Nodes: Smooth Follow Following a game object's position can now be handled per axis. E.g. you can only follow a game object's X and Y position, ignoring Z.
Schematic Nodes: Change Playback Position, Audio Source Settings The new Scope option lets you select which Audio Source component will be used. Either a single or all components of the game object, child objects, parent objects or from the game object's root.
Schematic Nodes: Remove Component, Enable Component The new Scope option lets you select which component will be used. Either a single or all components of the game object, child objects, parent objects or from the game object's root.
Schematic Nodes: Emit Particles The new Scope option lets you select which particle component will start/stop emitting particles. Either a single or all components of the game object, child objects, parent objects or from the game object's root.
Schematic Nodes: Collider Expand, Collider Change Trigger The new Scope option lets you select which collider component will be used. Either a single or all components of the game object, child objects, parent objects or from the game object's root.
Schematic Nodes: Object Blink Visible The new Scope option lets you select which renderer components will be used for blinking. Either a single or all components of the game object, child objects, parent objects or from the game object's root.
Schematic Nodes: Renderer Nodes The Use All option has been replaced by the new Scope option in many renderer nodes. Either uses a single or all renderers of the game object, child objects, parent objects or from the game object's root.
Schematic Nodes: Raycast You can now optionally use All game objects hit by the raycast instead of the first. I.e. using the hit game objects will add all hit game objects to the found/global objects, storing variables will add them to variable lists.
Schematic Nodes: Shapecast The new Shapecast node will cast a shape into the scene - similar to the raycast, just using a shape. Capsule and sphere use Collider components. Box and circle will use Collider2D components.
Schematic Nodes: Check Shape The new Check Shape node will check if any collider is within a shape in world space. Except for the capsule shape, all other shapes can also use the found colliders and add them to found/global objects or set them as selected object. Capsule and sphere use Collider components. Box, circle and point will use Collider2D components.
Schematic Nodes: Collider Intersect Ray, Collider Intersect Bounds The new Scope option lets you select which collider component will be used. Either a single or all components of the game object, child objects, parent objects or from the game object's root.
Schematic Nodes: Ignore Collision The new Ignore Collision node will enable or disable if collisions between 2 colliders are ignored.
Schematic Nodes: Ignore Layer Collision The new Ignore Layer Collision node will enable or disable if collisions between any colliders on 2 layers are ignored.
Schematic Nodes: Check Ignore Layer Collision Checks if collisions between colliders on 2 layers are ignored. Optionally stores if the collisions are ignored into a bool variable.
Trigger Machines, Scene Changers The new Start By Collision and Start By Trigger optoins allow trigger machines to enable/disable if they'll be started by colliders (i.e. Is Trigger disabled) or triggers (i.e. colliders with Is Trigger enabled).
Post edited by gamingislove on
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Hopefully soon, but getting new products on the Asset Store usually takes them at least 1-2 weeks. If everything is accepted right away, if there's something not to there liking it could be another 1-2 weeks ...
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Uff... Okey. Let's just hope your first build it is fine. ^^ From another point of view, the more time it needs the better, as i will surely be tempted to try something on Makinom instead of focusing on my current ORK Project. :D
Schematic Nodes: Raycast You can now optionally use All game objects hit by the raycast instead of the first. I.e. using the hit game objects will add all hit game objects to the found/global objects, storing variables will add them to variable lists.
Schematic Nodes: Shapecast The new Shapecast node will cast a shape into the scene - similar to the raycast, just using a shape. Capsule and sphere use Collider components. Box and circle will use Collider2D components.
Schematic Nodes: Check Shape The new Check Shape node will check if any collider is within a shape in world space. Except for the capsule shape, all other shapes can also use the found colliders and add them to found/global objects or set them as selected object. Capsule and sphere use Collider components. Box, circle and point will use Collider2D components.
Schematic Nodes: Collider Intersect Ray, Collider Intersect Bounds The new Scope option lets you select which collider component will be used. Either a single or all components of the game object, child objects, parent objects or from the game object's root.
Schematic Nodes: Ignore Collision The new Ignore Collision node will enable or disable if collisions between 2 colliders are ignored.
Schematic Nodes: Ignore Layer Collision The new Ignore Layer Collision node will enable or disable if collisions between any colliders on 2 layers are ignored.
Schematic Nodes: Check Ignore Layer Collision Checks if collisions between colliders on 2 layers are ignored. Optionally stores if the collisions are ignored into a bool variable.
Trigger Machines, Scene Changers The new Start By Collision and Start By Trigger optoins allow trigger machines to enable/disable if they'll be started by colliders (i.e. Is Trigger disabled) or triggers (i.e. colliders with Is Trigger enabled).
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Makinom 1.0.1 is here: release notes Lots of new schematic nodes and settings :)
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
When will this masterpiece be available on the Asset Store? :)
My old entry for Indie Game Making Contest 2015
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
From another point of view, the more time it needs the better, as i will surely be tempted to try something on Makinom instead of focusing on my current ORK Project. :D
My old entry for Indie Game Making Contest 2015
You can now optionally use All game objects hit by the raycast instead of the first.
I.e. using the hit game objects will add all hit game objects to the found/global objects, storing variables will add them to variable lists.
The new Shapecast node will cast a shape into the scene - similar to the raycast, just using a shape.
Capsule and sphere use Collider components. Box and circle will use Collider2D components.
The new Check Shape node will check if any collider is within a shape in world space.
Except for the capsule shape, all other shapes can also use the found colliders and add them to found/global objects or set them as selected object.
Capsule and sphere use Collider components. Box, circle and point will use Collider2D components.
The new Scope option lets you select which collider component will be used.
Either a single or all components of the game object, child objects, parent objects or from the game object's root.
The new Ignore Collision node will enable or disable if collisions between 2 colliders are ignored.
The new Ignore Layer Collision node will enable or disable if collisions between any colliders on 2 layers are ignored.
Checks if collisions between colliders on 2 layers are ignored.
Optionally stores if the collisions are ignored into a bool variable.
The new Start By Collision and Start By Trigger optoins allow trigger machines to enable/disable if they'll be started by colliders (i.e. Is Trigger disabled) or triggers (i.e. colliders with Is Trigger enabled).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Lots of new schematic nodes and settings :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
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