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.
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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.
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For now, that's all the infos that can be pulled from the raycast hit. Still need to look into the terrain thing :)
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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.
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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
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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.
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You can now optionally store variables in object variables on the game object that was found.
You can store additional hit information into variables.
Optionally store 3D (e.g. barycentric coordinates, texture coordinates) and 2D (e.g. centroid) hit information.
If you're enjoying my products, updates and support, please consider supporting me on patreon.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
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
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.
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.
If you're enjoying my products, updates and support, please consider supporting me on patreon.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
See the release notes for details.
If you're enjoying my products, updates and support, please consider supporting me on patreon.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
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
This could e.g. be used to play different footstep sounds based on the ground you're walking on.
If you're enjoying my products, updates and support, please consider supporting me on patreon.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