October
13
2016

New selected data feature, variable/reflection field popup selections, a lot of new schematic/formula nodes and other changes and fixes.

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

Please note that this version of Makinom requires Unity 5.4. Also, the selected data feature completely replaces the old found/global object lists for game object storing – your old settings will automatically be updated.

See this how-to to learn more about selected data.

New

  • Unity 5.4
    Makinom now requires Unity 5.4.
  • String Fields
    New automatic popup selection for string value fields.
    The popup will display matching variable keys and other data for selection while you type.
    Can be turned off in ‘Editor > Editor Settings’ in the ‘Popup Field Settings’.
  • Reflection Fields
    New automatic popup selection for reflection string fields (e.g. for component/class name input).
    The popup will display matching reflection data (e.g. class names, function names) for selection while you type.
    Can be turned off in ‘Editor > Editor Settings’ in the ‘Popup Field Settings’.
  • Selected Data
    Store various data in ‘Selected Data’ lists identified by a ‘Data Key’ to separate different lists.
    Data could be game objects, components or variable handlers (i.e. the handler holding all variables of an origin).
    Selected data is available like variables, i.e. local (formulas, schematics), global and bound to game objects using ‘Object Variable’ components.
    Selected data isn’t saved in save games.
  • Variables: Selected Data
    ‘Selected Data’ variable origin available.
    Uses variable handlers stored in selected data as origin.
  • Game Settings: Performance Settings
    ‘Pool Selected Data Handler Lists’ and ‘Pool Object Lists’ settings available.
    Define the pools for keeping lists of selected data handlers and objects for performance improvements.
    These lists are used nearly whenever selected data is changed or checked.
  • Node Editor: Swap Nodes
    You can swap 2 selected nodes using the ‘Swap Nodes’ button or context menu item.
    The 2 nodes will exchange their next node slots and positions, as well as connections leading to them.
    Only works when 2 nodes are selected, doesn’t work when the start node or a ‘Layer Gate’ node is selected.
  • Formulas: Game Object Selections
    ‘Use Root’ and ‘Child Object’ settings available in all game object selection fields in formulas.
    Optionally use the root game object and/or a child object of a selected game object.
  • Formula Nodes: Clear Variables, Transfer Variables, Variable Exists
    ‘Scope’ setting available when using ‘Object’ variable origin.
    Define the scope of object variable components that will be used.
    By default set to ‘In Children’.
  • Formula Nodes: Clear Selected Data
    ‘Clear Selected Data’ node available in ‘Selected Data’ nodes.
    Clears/removes selected data.
    Either removes all data of a defined data key, or removes data from all keys (when using an empty data key).
  • Formula Nodes: Select Variable Handlers
    ‘Select Variable Handlers’ node available in ‘Selected Data’ nodes.
    Uses variable handlers to change selected data.
    A variable handler stores all variables of an origin, e.g. global variables or object variables of a game object.
  • Formula Nodes: Select Components
    ‘Select Components’ nodes available in ‘Selected Data’ nodes.
    Uses components to change selected data.
  • Formula Nodes: Select Game Objects
    ‘Select Game Objects’ nodes available in ‘Selected Data’ nodes.
    Uses game objects to change selected data.
  • Schematics
    ‘Use End Slots’ setting available in the ‘Settings’ node.
    Enables using the ‘Stop’ and ‘End’ slots in the schematic.
    If disabled, the slots wont be available/displayed.
  • Schematics: Stop Slot
    ‘Stop’ slot available in the ‘Settings’ node.
    Optionally execute nodes connected to the ‘Stop’ slot when the machine has been stopped (after the schematic finished executing).
    The ‘End’ slot nodes wont be executed in this case.
  • Schematics: End Slot
    ‘End’ slot available in the ‘Settings’ node.
    Optionally execute nodes connected to the ‘End’ slot after the schematic finished executing.
    This only happens when the machine wasn’t stopped – use the ‘Stop’ slot in this case.
  • Schematic Nodes: Clear Selected Data
    ‘Clear Selected Data’ node available in ‘Value > Selected Data’ nodes.
    Clears/removes selected data.
    Either removes all data of a defined data key, or removes data from all keys (when using an empty data key).
  • Schematic Nodes: Select Variable Handlers
    ‘Select Variable Handlers’ node available in ‘Value > Selected Data’ nodes.
    Uses variable handlers to change selected data.
    A variable handler stores all variables of an origin, e.g. global variables or object variables of a game object.
  • Schematic Nodes: Select Components
    ‘Select Components’ nodes available in ‘Value > Selected Data’ nodes.
    Uses components to change selected data.
  • Schematic Nodes: Change Target Frame Rate
    ‘Change Target Frame Rate’ node available in ‘Game > Application’ nodes.
    Changes the target frame rate of the application.
  • Schematic Nodes: Check Target Frame Rate
    ‘Check Target Frame Rate’ node available in ‘Game > Application’ nodes.
    Checks the target frame rate of the application.
  • Schematic Nodes: Remove Component, Enable Component, Is Component Enabled
    ‘Use Selected Data’ settings available in ‘Remove Component’, ‘Enable Component’ and ‘Is Component Enabled’ nodes.
    Optionally use components stored in selected data instead of defined components of game objects.
  • Schematic Nodes: Is Object Active
    ‘Is Object Active’ node available in ‘Game Object > Game Object’ nodes.
    Checks if a game object is active or inactive.
  • Schematic Nodes: Restart Schematic
    ‘Clear Selected Data’ setting available.
    Optionally clears the local selected data of the schematic when restarting it.

Changes

  • Node Editor: Paste Settings
    Pasting settings from the clipboard no longer is restricted to the same node type.
    E.g. pasting settings from a ‘Check Variables’ node on a ‘Change Variables’ node will paste over matching settings.
  • Found Objects: Selected Data
    The ‘Found Objects’ lists for storing game objects locally in schematics have been replaced by ‘Selected Data’ using the ‘Local’ data origin.
    This e.g. affects game object selections and schematic nodes that can store game objects.
  • Global Objects: Selected Data
    The ‘Global Objects’ lists for storing game objects globally have been replaced by ‘Selected Data’ using the ‘Global’ data origin.
    This e.g. affects game object selections and schematic nodes that can store game objects.
  • Schematic Nodes
    ‘Change Found Objects’ node has been renamed to ‘Select Game Objects’.
  • Schematic Nodes
    ‘Filter Found Objects’ node has been renamed to ‘Filter Selected Game Objects’.
  • Schematic Nodes
    ‘Found Objects Count’ node has been renamed to ‘Selected Game Objects Count’.
  • Schematic Nodes
    ‘Found Objects Contain’ node has been renamed to ‘Selected Game Objects Contain’.

Fixes

  • Editor: Formulas
    Fixed an issue where ‘List’ value types of string values didn’t display the list index settings.