edited July 2015 in Announcements
Makinom 1.0.3 is here - see the release notes for details.


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The next update for Makinom will be out in a few days (probably end of the week, start of next week at the latest).
  • Unity 5.1
    Makinom will require Unity 5.1, due to some Unity functionality deprecations.
  • Update UI Text Component
    This new component can be used to update the text of a Text component of the new UI.
    You can use text codes (only non-formatting, e.g. variable text codes) and special text codes to add scene object information to the text.
  • Update UI Slider Component
    This new component can be used to update the value and min/max value of a Slider component of the new UI.
    You can use float values for that, e.g. variables, input keys, etc.
  • Animation Machines
    The new Animation Event start type can be used to start the machine through animation events using a function without parameters.
    All animation event start types can also be used by UI components firing UnityEvents.
  • Animation Machines
    The new UI Game Object start type can be used by UI components to start the machine using a defined starting object.
  • Menu Settings, Images
    The new Default Mask Material setting handles which material is used as default for alpha masks on textures.
    Due to Unity deprecation, Makinom can no longer create a default shader at runtime, so you'll need to set it up as a material now.
    All image settings (e.g. value bar images, etc.) can no longer use alpha mask textures, you can either use the default mask material or define a material in the image's settings (as it was till now).
  • Schematic Nodes: Is On NavMesh
    The new Is On NavMesh node can be used to check if a NavMesh agent is initialized correctly.
    You can only use NavMesh functionality (e.g. set destination, stop, etc.) if the agent is initialized and on a NavMesh.
    E.g. spawning something too far away from a NavMesh will lead to the agent not being initialized.
  • Schematic Nodes: Store Sample Position
    The new Store Sample Position (NavMesh nodes) will store the closest position on a NavMesh within a defind range to a source position into a Vector3 variable.
    This can be used to e.g. make sure an agent is on the NavMesh - disablilng/enabling the NavMeshAgent component can initialize the agent.
  • Schematic Nodes: Raycast, Shapecast
    You can now optionally store variables in object variables on the game object that was found.
  • Schematic Nodes: Raycast, Shapecast
    You can store additional hit information into variables.
    Optionally store 3D (e.g. barycentric coordinates, texture coordinates) and 2D (e.g. centroid) hit information.
  • Machine Components
    Optionally Auto Stop schematics started by machine components if the start conditions (e.g. game state conditions) aren't met any longer.
    Stopped schematics will only execute nodes that have Execute On Stop enabled in their settings.
  • Schematic Nodes: Check Start Conditions
    The new Check Start Conditions node (machine nodes) checks the start conditions of the machine that started the schematic.
    If the schematic wasn't started by a machine, the check is always valid.
    You can e.g use this to exit a schematic at certain points if the conditions changed.
Post edited by gamingislove on
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  • Small but probably useful update to raycasting:
    • Schematic Nodes: Raycast, Shapecast
      You can now optionally store variables in object variables on the game object that was found.
    • Schematic Nodes: Raycast, Shapecast
      You can store additional hit information into variables.
      Optionally store 3D (e.g. barycentric coordinates, texture coordinates) and 2D (e.g. centroid) hit information.
    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!
  • omg that texture cord thing is that what is used for doing foots steps an stuff?
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • For now, that's all the infos that can be pulled from the raycast hit. Still need to look into the terrain thing :)
    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!
  • The update will be out tomorrow - a very usefull new feature will be the option to auto stop machines :)
    • Machine Components
      Optionally Auto Stop schematics started by machine components if the start conditions (e.g. game state conditions) aren't met any longer.
      Stopped schematics will only execute nodes that have Execute On Stop enabled in their settings.
    • Schematic Nodes: Check Start Conditions
      The new Check Start Conditions node (machine nodes) checks the start conditions of the machine that started the schematic.
      If the schematic wasn't started by a machine, the check is always valid.
      You can e.g use this to exit a schematic at certain points if the conditions changed.
    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!
  • good stuff! cant wait:)
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • Makinom 1.0.3 is here - very exciting new stuff: Terrain nodes allow changing the terrain in-game (or checking which texture you're currently walking on) :D

    See the release notes for details.
    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!
  • gil you rock!
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • have to say this again the new update is amazing!!!!! the texture fork node is perfect!
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
  • You do rock but I'd like to know more about the texture fork node--what can it do for me. : )
  • You can check which texture is used by the terrain on a position - is there grass, rocks, dirt, etc.
    This could e.g. be used to play different footstep sounds based on the ground you're walking on.
    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!
  • Still think you should have named the makinom object variable component "maki it up" ( i just like saying maki) :/
    new website can be found here http://www.fore-loregames.com

    Follow the game Development on Twitter https://twitter.com/Fore_Lore_Games

    or check out the face book page here https://www.facebook.com/ForeLoreGames
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