Makinom 2 is a game development tool for Unity, now available as a public beta version.
Since this is a beta version, you can expect things to change and there’s no guaranteed compatibility between beta versions or beta and production ready versions.
Currently only Unity 2019 is supported. Using the Unity UI requires TextMesh Pro (and when using Unity 2019.3, Unity UI) package to be added to the project via the Unity package manager – more on UI systems can be found below.
Latest version: 2.0.0 BETA 2
What’s New in Makinom 2?
A lot, and not so much.
While there are many changes throughout the system, most of the front-end and features stay the same (with the exception of UI). Makinom is still the same toolkit and has the same use as it had before. See some of the most noticeable changes below.
Data and Assets
Previously, all of Makinom’s data was stored in a single project file. This kind of data management was practical to have all data available at any time, without having to think about selecting assets or loading stuff, but it could lead to a heavy load on memory and performance, as the whole project, including all references prefabs, audio clips or textures where loaded when initializing the game.
Now, data of list items is stored in individual assets, e.g. each input key or scene object is an individual asset. In most cases this doesn’t change anything for you or how you set up your game, as the front-end editor UI and selection are handled as previously (although with shiny new features, more on that below). In case you’re doing some custom scripting, you need to reference the asset instead of having access to it through the central Makinom handlers, though.
Certain assets are still directly referenced in the Makinom project and loaded when the project is initialized, due to always needing access to them – e.g. input keys have to be processed each frame to work correctly. Other things (e.g. scene objects) are no longer loaded on startup and only loaded/used when their asset is referenced somewhere (e.g. added to a game object via the Scene Object Component).
The UI system has beel completely remade and is no longer part of Makinom’s core functionality. Don’t worry, there’s still a UI system available, but the actual system you want to use is now an extension and can be swapped out completely.
For now, there’s only an extension for the Unity UI available (and already included), i.e. the legacy GUI has been dropped completely.
Using the Unity UI requires TextMesh Pro package to be added to the project via the Unity package manager – if you’re using Unity 2019.3 or later, you’ll also need the Unity UI package. To set up Makinom for using the Unity UI, go to UI > UI System in the Makinom editor and select Unity UI as the UI System Type.
When using the Unity UI, the look/content of your UI boxes or HUDs is no longer done in the Makinom editor. Instead you’ll set up your UI in the scene view and create prefabs out of them, using the prefabs in Makinom’s UI boxes and HUDs. You can do the basic setup via the scene view’s context menu: Makinom > UI > UI Box for UI boxes and Makinom > UI > HUD for HUDs (both are also available via UI > Makinom).
Additional components are also available via the component menu, e.g. the HUD Condition component for hiding HUD elements under certain conditions.
I’ll provide a more in-depth look into the UI system at a later date, for now I’d just throw you all in there and see how intuitive the system is to you.
The basic layout, look and feel of the editor stays the same as previously, but there have been a lot ease-of-use improvements.
The data lists can now easily be reordered by dragging the individual items.
Since data is now stored in individual assets, the ID/index of the data is no longer as crucial as before. There are also sorting options available in the Search, Filter & Sort foldout above the list items.
Certain data lists now have General Settings to provide default setup that can be overridden by individual list items. Currently this is only available in UI Boxes (as no other data has these kind of default settings), but it’ll be heavily used in future extensions of Makinom 2 (e.g. ORK Framework 3).
All popup selections (e.g. for selecting data like input keys) are now searchable.
Data selections also have sorting options and can optionally be divided into sub-lists in case the data has types (e.g. scene objects can be listed by scene object types).
Defining content in different languages has been changed. Previously, you’d have to define the content in all added languages.
Now, you define the default content (e.g. in your default language) and add additional content definitions for a selected language where needed.
The default content you define isn’t bound to a language and will be used if the current language of the game doesn’t find a matching content in the additional language content. This ensures that there’s always a fallback content available in case something isn’t set up for a language.
The node editor works the same as previously, but with lots of additional features to make your life easier.
Searchable Context Menu
Like the popup selections, the node editor’s context menu has been updated and is also searchable.
You can now use box selection to select multiple nodes.
Using Shift+Click still works as well.
Use the new Node Groups to bring order into your node-chaos. You can also put groups into groups, into groups, into groups …
You can add or remove nodes (and groups) to/from groups by holding CTRL while dragging them – or use the context menu.
Looking for a specific node? Use the search bar to highlight nodes!
You can finally zoom in/out.
There are several new keyboard shortcuts available:
Focus on the search field.
Duplicate a node.
Copy a node to the clipboard.
Paste a node from the clipboard.
Cut (i.e. copy to clipboard and remove) a node.
Create a node group (adding selected nodes to it).
Focus/scroll on the selected node(s).
Delete the selected nodes.