November
12
2015

New grid feature, music channels, a lot of 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.

To see the new grid feature in action, check out the new match 3 game tutorial series.

New

  • Grids
    Create, manage and manipulate grids of game objects in the new ‘Grid’ schematic nodes (found at ‘Game Object > Grid’).
    Use them for creating level architecture, gameplay, effects or other things.
  • Music Channels
    Play different music clips at the same time using music channels.
    Each channel can play one clip at a time and fade between clips.
    The default channel is 0.
  • Music: Stored Music
    You can now store different currently playing clips per channel using IDs.
    As before, you can store the currently playing clip and playback time of a music channel, but you can separate multiple stored clips using stored IDs and playback them at a later time.
  • Music Player
    ‘Music Channel’ setting available in the ‘Music Player’ component.
    Defines the music channel that will be used to play or change the music.
  • Game Object Fields
    ‘Grid Root’ and ‘Grid Cell’ selections available in all game object field type selections.
    Uses the root game object of a grid or the game objects of grid cells as game objects.
  • Float Fields
    ‘Grid Size’ and ‘Grid Max Index’ selections available in all float field type selections.
    Uses a defined axis of a grid’s size or maximum index.
  • Vector3 Fields
    ‘Grid Size’ and ‘Grid Max Index’ selections available in all Vector3 field type selections.
    Uses the size or maximum index of a grid.
  • Vector3 Fields
    ‘Grid Object Index’ selection available in all Vector3 field type selections.
    Uses the index of a defined game object in a grid (if found, otherwise X=-1, Y=-1, Z=-1).
  • Vector3 Fields
    ‘Grid Cell Position’ and ‘Grid Cell Rotation’ selections available in all Vector3 field type selections.
    Uses the world position or rotation of a grid cell.
  • Schematic Nodes: Create Grid
    ‘Create Grid’ node available in ‘Game Object > Grid’ nodes.
    Creates a game object grid.
  • Schematic Nodes: Change Grid Size
    ‘Change Grid Size’ node available in ‘Game Object > Grid’ nodes.
    Changes the size of a grid and optionally destroys game objects of removed grid cells.
  • Schematic Nodes: Remove Grid
    ‘Remove Grid’ node available in ‘Game Object > Grid’ nodes.
    Removes a grid and optionally destroys all game objects of the grid cells.
  • Schematic Nodes: Remove Grid Cell
    ‘Remove Grid Cell’ node available in ‘Game Object > Grid’ nodes.
    Removes the game objects of grid cells and optionally destroys them.
  • Schematic Nodes: Grid Exists
    ‘Grid Exists’ node available in ‘Game Object > Grid’ nodes.
    Checks if a game object grid exists for a defined key.
  • Schematic Nodes: Fill Grid Cells
    ‘Fill Grid Cells’ node available in ‘Game Object > Grid’ nodes.
    Fills grid cells with prefab instances.
  • Schematic Nodes: Set Grid Cell
    ‘Set Grid Cell’ node available in ‘Game Object > Grid’ nodes.
    Assigns game objects to grid cells.
  • Schematic Nodes: Swap Grid Cell
    ‘Swap Grid Cell’ node available in ‘Game Object > Grid’ nodes.
    Swaps game objects assigned to grid cells between 2 defined grids.
    Optionally animated through interpolation or starting machines.
  • Schematic Nodes: Move Grid Cell
    ‘Move Grid Cell’ node available in ‘Game Object > Grid’ nodes.
    Moves game objects of grid cells within the grid.
    Optionally animated through interpolation or starting machines.
  • Schematic Nodes: Can Move Grid Cell
    ‘Can Move Grid Cell’ node available in ‘Game Object > Grid’ nodes.
    Checks if game objects of grid cells can be moved within the grid.
  • Schematic Nodes: Block Grid Cells
    ‘Block Grid Cells’ node available in ‘Game Object > Grid’ nodes.
    Blocks or unblocks cells of a grid.
    Blocked grid cells can’t be changed (e.g. set to a different game object).
  • Schematic Nodes: Is Grid Cell Blocked
    ‘Is Grid Cell Blocked’ node available in ‘Game Object > Grid’ nodes.
    Checks if a grid cell is blocked.
  • Schematic Nodes: Hide Grid Cells
    ‘Hide Grid Cells’ node available in ‘Game Object > Grid’ nodes.
    Hides or unhides cells of a grid. Game objects of hidden grid cells are disabled.
  • Schematic Nodes: Is Grid Cell Hidden
    ‘Is Grid Cell Hidden’ node available in ‘Game Object > Grid’ nodes.
    Checks if a grid cell is hidden.
  • Schematic Nodes: Is Grid Cell Empty
    ‘Is Grid Cell Empty’ node available in ‘Game Object > Grid’ nodes.
    Checks if a grid cell is empty (i.e. no game object is assigned to the cell).
  • Schematic Nodes: Is Grid Cell Object
    ‘Is Grid Cell Object’ node available in ‘Game Object > Grid’ nodes.
    Checks if game objects are part of a grid.
  • Schematic Nodes: Change Music
    ‘Music Channel’ setting available in ‘Change Music’ nodes.
    Defines the music channel that will change the music.
  • Schematic Nodes: Change Music
    ‘Stored ID’ setting available in ‘Change Music’ nodes when playing a stored clip.
    Defines the ID of the stored clip that will be played.
  • Schematic Nodes: Store Music
    ‘Music Channel’ setting available in ‘Store Music’ nodes.
    Defines the music channel that will store it’s currently playing music.
  • Schematic Nodes: Store Music
    ‘Stored ID’ setting available in ‘Store Music’ nodes.
    Defines the stored ID used to store the clip for later playback.
  • Schematic Nodes: Change Playback Position
    ‘Music Channel’ setting available in ‘Change Playback Position’ nodes.
    Defines the music channel that will change it’s playback position.
  • Schematic Nodes: Is Music Playing
    ‘Is Music Playing’ node available in ‘Animation + Audio > Music’ nodes.
    Checks if a defined music channel or any channel is currently playing music or a defined music clip.
  • Schematic Nodes: Clear Spawned Prefabs
    ‘Clear Spawned Prefabs’ node available in ‘Game Object > Prefab’ nodes.
    Removes references to spawned prefab instances, the game objects can no longer be accessed using the ‘Spawned Prefab ID’.
  • Schematic Nodes: Spawn Prefab
    ‘Keep Reference’ option available in ‘Spawn Prefab’ nodes.
    Keeping track of the prefab instance through the ‘Spawned Prefab ID’ is now optional.
    By default enabled.
  • Schematic Nodes: Start Machine
    ‘Use Same Object’ setting available in ‘Start Machine’ nodes.
    Optionally uses the same game object as used for the ‘Machine Object’ as starting object.
    Otherwise (e.g. when selecting the same game object) every possible combination of machine and starting object will be used.
  • Schematic Nodes: Start Tagged Machine
    ‘Use Same Object’ setting available in ‘Start Tagged Machine’ nodes.
    Optionally uses the same game object as used for the ‘Machine Object’ as starting object.
    Otherwise (e.g. when selecting the same game object) every possible combination of machine and starting object will be used.

Changes

  • Schematic Nodes: Music Nodes
    Music related nodes can now be found in ‘Animation + Audio > Music’ instead of ‘Animation + Audio/Audio’.
  • Input Keys: Gyroscope
    The device gyroscope is now automatically enabled when a ‘Gyroscope’ input key is set up.
  • Game Controls
    The default ‘Max Mouse Distance’ is now -1 for new projects.
    I.e. interaction machines with mouse start types will not check the distance to the player by default.
  • Schematic Nodes: Start Machine
    Greatly improved performance when starting a lot of machines.

Fixes

  • New UI: Scrolling
    Fixed an issue where dragging on an empty part of a scrolling area didn’t scroll.
  • Auto Machines
    Fixed an issue with ‘Disable’ and ‘Destroy’ start types not working correctly.