February
27
2016

New Move to Interaction feature, new Tooltip HUDs, new features for scene objects, new schematic nodes and other new features, changes and fixes.

Download the latest version of Makinom here – or get the latest version in the Unity® Asset Store.

Warning!

  • Please note that you need to update all your Makinom plugins to the latest versions when using this update.
  • This update changes settings of the Play Legacy Animation node – depending on your settings, they might not be updated completely, please check them if you’re using them in your schematics.

New

  • Game Controls: Move To Interaction
    ‘Move To Interaction’ settings available in ‘Base/Control > Game Controls’ in the ‘Interaction Settings’.
    Optionally moves the player to an interaction machine before starting the interaction.
    Supports simple movement, NavMesh agents and custom move components.
    Movement can optionally be cancelled.
  • Interaction Machines
    ‘Move To Interaction’ settings available. Optionally disable ‘Move To Interaction’ for an interaction machine, or override the default interaction radius and stop distance.
    Also allows defining a game object as movement destination for the player to move to.
  • Menu Settings
    ‘Pixel Drag Threshold’ setting available when using the ‘New UI’ GUI system type.
    Defines the event system’s soft area for dragging in pixels – mostly used for distinguish between touch on a button and dragging when scrolling.
    The best value greatly depends on your used (mobile) device.
  • Menu Settings, GUI Boxes: OK/Cancel Buttons
    ‘Content Vertical Alignment’ and ‘Info Vertical Alignment’ settings available in the ‘Tabs Settings’.
    Display the button content at the ‘Top’, ‘Middle’ or ‘Bottom’ of the content area of the button.
  • GUI Boxes: Content Box
    ‘Vertical Alignment’ setting available in the ‘Content Box’ settings.
    Display the content at the ‘Top’, ‘Middle’ or ‘Bottom’ of the content area of the content box.
  • GUI Boxes: Name Box
    ‘Vertical Alignment’ setting available when not using ‘Adjust Height’ in the ‘Name Box’ settings.
    Display the name content at the ‘Top’, ‘Middle’ or ‘Bottom’ of the content area of the name box.
  • GUI Boxes: Choice Settings
    ‘Title Vertical Alignment’, ‘Content Vertical Alignment’ and ‘Info Vertical Alignment’ settings available in the ‘Choice Settings’.
    Display the title, content and info of choices at the ‘Top’, ‘Middle’ or ‘Bottom’ of the content area of the choice button.
  • GUI Boxes: Tabs Settings
    ‘Content Vertical Alignment’ and ‘Info Vertical Alignment’ settings available in the ‘Tabs Settings’.
    Display the tab content at the ‘Top’, ‘Middle’ or ‘Bottom’ of the content area of the tab button.
  • Scene Objects, Scene Object Types
    ‘Cursor Change’ settings available.
    Scene objects can optionally change the cursor when the mouse is over the game object with a ‘Scene Object’ component attached (requires a collider).
    Scene objects can override the cursor defined in scene object types.
  • Scene Objects, Scene Object Types
    ‘Use Object Variable Text Codes’ setting available. Optionally uses object variables instead of global variables for game variable text codes in the name and description of scene objects and scene object types.
  • Scene Object Components
    ‘Custom Text Codes’ settings available.
    Optionally define custom text codes and the values used to replace them in ‘Scene Object’ components.
    They can be used in the names and descriptions of scene objects and scene object types.
  • HUDs: Tooltip
    ‘Tooltip’ type HUD available.
    Displays information about a scene object the cursor hovers over.
  • HUDs: Information
    ‘Cursor Over’ setting available when using ‘At Object’ in ‘Information’ type HUDs.
    Optionally only display the HUD when the cursor is over the HUD user’s game object.
  • HUDs: Interaction
    New text codes for ‘Interaction’ type HUDs available.
    Display the scene object type’s name (‘%tn’), description (‘%td’) or icon (‘%ti’).
  • HUDs: Interaction
    ‘Game State Conditions’ settings are now also available in ‘Interaction’ type HUDs.
    Optionally only display an interaction HUD when defined game state conditions are valid.
  • Add HUD Component
    The ‘Add HUD’ component is used to add a game object as a HUD user.
    Use this component to automatically add a game object as a HUD user, instead of using a schematic with a ‘Call HUD’ node.
  • Radius Component
    The ‘Radius’ component is used to define the radius of a game object.
    The radius is e.g. used when using ‘Move to Interaction’ to determine the movement destination.
  • Float Fields
    ‘Radius’ selection available in all float field type selections.
    Uses the radius of a game object as value.
    The radius is either defined by a ‘Radius’ component, a NavMesh agent or the bounds of a collider.
  • Float Fields
    ‘Time Scale’ selection available in all float field type selections.
    Uses the current time scale of Unity, Makinom or the running schematic (only in schematics) as value.
  • Vector3 Origins
    ‘Local Position’ and ‘Local Rotation’ selections available.
    Optionally use the local position/rotation as source of Vector3 values (e.g. in ‘Check Transform’ or ‘Clamp Transform’ nodes).
  • Schematics
    ‘Delta Time’ settings available in the ‘Settings’ node of schematics.
    Define if the Unity and Makinom time scale influence the delta time of the schematic.
  • Schematics
    A running schematic now has an internal time scale to influence time-related things (i.e. using delta time).
    The time scale of the schematic can be changed using ‘Change Time Factor’ nodes.
    This e.g. influences movement nodes that use delta time or move over time.
  • Schematic Nodes: Call Function, Check Function, Store Function Result
    ‘Enum’ parameter type available.
    Support for enum parameter types, uses an int value as enum value.
  • Schematic Nodes: Change Fields, Check Fields, Store Field
    ‘Enum’ field/property type available.
    Support for enum types, uses an int value as enum value.
  • Schematic Nodes: NavMesh Destination
    ‘Resume’ setting available. Optionally resumes movement of the NavMesh agent.
    This is needed if the agent was previously stopped to resume movement.
  • Schematic Nodes: Load Server Scene
    ‘Load Type’ setting available.
    Defines how the scene will be loaded.
  • Schematic Nodes: Load Scene
    ‘Load Async’ and ‘Load Async Additive’ load type selections available.
    Optionally loads the scene asynchronously in the background.
  • Schematic Nodes: Change Radius
    ‘Change Radius’ node available in ‘Game Object > Game Object’ nodes.
    Changes the radius of a game object. Adds a ‘Radius’ component if none is added yet.
  • Formula Nodes: Store Function Result
    ‘Enum’ parameter type available.
    Support for enum parameter types, uses an int value as enum value.
  • Formula Nodes: Store Field
    ‘Enum’ field/property type available.
    Support for enum types, uses an int value as enum value.
  • Scene Changers
    ‘Load Async’ and ‘Load Async Additive’ load type selections available. Optionally loads the scene asynchronously in the background.

Changes

  • Scripting
    Most enumerations (enum) have been moved from the ‘Core’ to the ‘Gameplay’ part of the scripts and can now be changed to your needs.
  • GUI Boxes: Content Box
    The X and Y position of the content box bounds are now used as an offset to the cursor position when using ‘At Cursor’.
  • Schematic Nodes
    Replaced most simple float fields with advanced float value selection fields.
  • Schematic Nodes: Change Time Scale
    ‘Set Internal Scale’ setting has been replaced with ‘Time Origin’ setting.
    Allows changing either the ‘Unity’, ‘Makinom’ or ‘Schematic’ (only affecting the schematic it’s used in) time scale.
  • Schematic Nodes: Play Legacy Animation
    Multiple settings of the ‘Play Legacy Animation’ have been updated to use schematic fields.
    Please check these nodes in your schematics, as not all of them will be updated automatically.

Fixes

  • Portraits
    Fixed an issue with choice portraits still being displayed after a different choice was selected (resulting in multiple portraits being displayed at the same time).
  • GUI Editor
    Fixed an issue where opening the GUI editor after having the Makinom editor open while playing used the play mode’s UI scale.
  • Editor
    Fixed an issue where horizontal scrollbars in the editor where not displayed after opening the GUI editor without a defined GUISkin for the GUI boxes.