June
11
2015

New schematic nodes and settings in 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.

New

  • Input Keys: Touch
    ‘Consume Fingers’ setting available.
    Optionally consumes the fingers used for the touch input, making them unavailable for other touch interactions (e.g. ‘Control’ type HUDs).
  • Menu Settings, GUI Boxes: GUI Skins
    ‘Fade Button Children’ setting available when using ‘New UI’ gui system type.
    Optionally fades the alpha or color of button child objects (i.e. text, images) on state change (selected, inactive, …).
    Setting available for each button prefab individually (when used).
  • Vector3 Values
    ‘Velocity’ selection available in all Vector3 fields (‘Game Object’ value type).
    Uses the velocity of a ‘Rigidbody’ or ‘Rigidbody2D’ component as value.
    Also available in the ‘Clamp Transform’ node to directly clamp the velocity of a rigidbody.
  • Schematics: Object Selections
    ‘Use Root’ setting available in all game object selections.
    Uses the root object of the game object – when using ‘Child Object’, they’ll be searched from the root.
  • Schematic Nodes: Smooth Follow
    ‘Follow X Position’, ‘Follow Y Position’ and ‘Follow Z Position’ settings available.
    Following the different position axes is now optional, e.g. you can only follow the X and Y position of a game object.
    By default enabled.
  • Schematic Nodes: Raycast
    ‘Raycast All’ setting available.
    Optionally uses all game objects hit by the raycast, stored variables will be added to variable lists.
    If disabled, only the first game object hit by the raycast will be used.
  • Schematic Nodes: Raycast
    ‘Filter Game Objects’ settings available.
    Optionally filters the found game objects by name, tag or attached components, and excludes defined game objects.
    This setting replaces ‘Ignore User’ when using ‘Game Object’ ray origin.
  • Schematic Nodes: Shapecast
    ‘Shapecast’ node available.
    Casts a shape into the scene and optionally uses the hit game objects or stores hit values into variables.
    Capsule and sphere shapes use ‘Collider’ components.
    Box and circle shapes use ‘Collider2D’ components.
  • Schematic Nodes: Check Shape
    ‘Check Shape’ node available.
    Checks if any colliders overlap a shape and optionally uses the hit game objects (except capsule shape).
    Capsule and sphere shapes use ‘Collider’ components. Box, circle and point shapes use ‘Collider2D’ components.
  • Schematic Nodes: Change Playback Position
    ‘Scope’ setting available.
    Defines if a single or all audio sources on the game object or in child objects, parent objects or from the object’s root will change the playback position.
  • Schematic Nodes: Audio Source Settings
    ‘Scope’ setting available.
    Defines if a single or all audio sources on the game object or in child objects, parent objects or from the object’s root will change settings.
  • Schematic Nodes: Remove Component
    ‘Scope’ setting available.
    Defines if a single or all components on the game object or in child objects, parent objects or from the object’s root will be removed.
  • Schematic Nodes: Enable Component
    ‘Scope’ setting available.
    Defines if a single or all components on the game object or in child objects, parent objects or from the object’s root will be enabled or disabled.
  • Schematic Nodes: Emit Particles
    ‘Scope’ setting available.
    Defines if a single or all emitters on the game object or in child objects, parent objects or from the object’s root will be start or stop emitting particles.
  • Schematic Nodes: Collider Expand
    ‘Scope’ setting available.
    Defines if a single or all colliders on the game object or in child objects, parent objects or from the object’s root will be expanded.
  • Schematic Nodes: Collider Change Trigger
    ‘Scope’ setting available.
    Defines if a single or all colliders on the game object or in child objects, parent objects or from the object’s root will be change their ‘Is Trigger’ setting.
  • Schematic Nodes: Collider Check Trigger
    ‘Scope’ setting available.
    Defines if a single or all colliders on the game object or in child objects, parent objects or from the object’s root will be checked.
  • Schematic Nodes: Collider Intersect Ray, Collider Intersect Bounds
    ‘Scope’ setting available.
    Defines if a single or all colliders on the game object or in child objects, parent objects or from the object’s root will be used.
  • Schematic Nodes: Object Blink Visible
    ‘Scope’ setting available.
    Defines if a single or all renderers and projectors on the game object or in child objects, parent objects or from the object’s root will blink.
  • Schematic Nodes: Ignore Collision
    ‘Ignore Collision’ node available.
    Enables or disables if collision between two colliders is ignored.
  • Schematic Nodes: Ignore Layer Collision
    ‘Ignore Layer Collision’ node available.
    Enables or disables if collision between colliders on two layers are ignored.
  • Schematic Nodes: Check Ignore Layer Collision
    ‘Check Ignore Layer Collision’ node available.
    Checks if collision between colliders on two layers are ignored.
    Optionally stores if collisions are ignored into a bool variable.
  • Schematic Nodes: Check Object Name
    ‘Check Type’ setting available.
    You can now check if the name/tag of the game object equals, starts with, ends with or contains the defined value.
  • Schematic Nodes: Stop Global Machine
    ‘Stop Global Machine’ node available.
    Stops a global machine if it’s currently playing and and not using the ‘Multi’ execution type.
  • Schematic Nodes: Start Machine
    ‘Int Variable Counter’ settings available.
    Optionally set an int variable as counter for started machines.
    The int variable will be set to the number of started machines before starting a machine, i.e. the 1st machine will have value 0, 2nd machine will have value 1, etc.
  • Trigger Machines, Scene Changers: Start Settings
    ‘Start By Collider’ setting available.
    The trigger machine can be started by colliders with ‘Is Trigger’ disabled.
  • Trigger Machines, Scene Changers: Start Settings
    ‘Start By Trigger’ setting available.
    The trigger machine can be started by colliders with ‘Is Trigger’ enabled.
  • Collision Machines, Trigger Machines
    ‘Check Type’ setting available in start object checks when allowing the machine to be started by other game objects.
    Checks if the name/tag of a game object equals, starts with, ends with or contains the defined text.
  • Collision Machines, Trigger Machins
    ‘Is Valid’ setting available in start object checks when allowing the machine to be started by other game objects.
    Defines if the check needs to be valid to start the machine by a game object.
    E.g. disabling is valid would check for a component not to be attached.

Changes

  • Schematic Nodes: Renderer Nodes
    ‘Use All’ has been replaced by ‘Scope’ setting.
    Use either a single or all colliders on the game object or in child objects, parent objects or from the object’s root.
  • Schematic Nodes: Raycast
    The ‘Raycast’ node can now be foundin ‘Game Object > Raycast > Raycast’.

Fixes

  • Node Editor
    Fixed some some issues with updating connections after removing a node.
  • Schematic Nodes: Renderer Nodes
    Missing object selections are now visible in all renderer nodes.
  • Schematic Nodes: Spawn Prefab
    Spawning on ‘First’ or ‘Random’ game object will now recognize the rotation settings.
  • UI
    Fixed an issue when using Unity 5.1 and the new UI.