Roadmap
Last updated
Last updated
Coming April 2025 - V1.7.0 (IN DEVELOPMENT)
Added brand new persistence bool to all managers so you can specify if you want to keep managers / singletons between scenes
Added null checks for Examine, Flashlight, Keypad, Phone, Fuse box, Safe System, Valve System
Added isPlaying & FadeOut to audio manager for easier usage for system
Added scriptableobject creation in Menu: APK > Create > ScriptableObject
New folder structure for all systems assets in the Project tab
Added new Door Objects to the demo scene
*NEW* Inventory Re-design and layout
Added new layout for the inventory system with new upper and lower boxes
Added new spacing for collectables and multi use collectables
*NEW* FPS Controller & New Functionality
Added new camera zoom script to aid looking at smaller objects called AKCameraZoom
Camera zoom is disabled in disable manager and within it's own script based on GameState script
Added newer FPS Controller called AKFPSController
Added basic movement, camera rotation and old input system
Character controller now has normalized movement to stop a speed boost when pressing two buttons at once
Added canMove & canRotate as a way to disable camera and/or player movement
Added SetPlayerDisableMode method so this could be used in other scripts for better understanding
Added jumping functionality for more realism
Added jumping sound logic and only jumps when in the air
Added sprinting functionality
Added SetMovementSpeed method so we can change movement speeds more easily and disable crouching if movement speed is too slow
Added footstep functionality when both sprinting and walking
Fixed an issue where footsteps were still playing when walking and then entering inventory
Added crouching functionality
Limited player movement speed when crouching
Added Ctrl key to make crouch happen
Main System Re-write:
Basic item collectable interactions use an Interface so an event driven approach for all inputs, making systems work more fluidly, when not looking
AKInteractor now handles all basic input logic for looking, button pressing, holding and item name highlighting
AKItem is now re-written to use an Interface so it can all be event driven
Added brand new GameState global script to manage when you're inside invenntory, examining or otherwise. So you can easily negate certain systems and stop unwanted interactions
Created new AKMasterTrigger to be used across all systems rather than seperate scripts which share similar logic
AudioManager
Created brand new custom inspector so all sound Scriptables can be categorised
Added a refresh button for the new layout to make sure tracks will always show if added recently and needs a manual refresh
Created brand new category in Sound ScriptableObject so all systems could be organised
Added new options in the inspector for adding a sound to the array or creating some with a button press for easier creation
Added a button to the top of the inspector to show default inspector incase the user needs to access the original array fields
Disable Manager
Removed all references to third person controller
Added functionality for disabling mouse cursor
Added new tips with custom inspector, added nullref checks to help with setup issues on start and optimised the main script with less redundancy
AKPromptManager
Created a brand new prompt manager to control prompts that will appear during each system usage
You can now set specific lower section prompts for each system
AKUIManager
Changed AKUIManagerEditor to have dropdowns rather than tickboxes
Created custom editing variables for examine and pickup prompt buttons
Added customisation for button prompts on highlighting
Made sure name highlight scales with text for proper background resizing
Renamed Adventure Kit Canvas to InventoryContainer to match with new inventory container naming
AKItem:
Added Interact Prompt to system so the user can choose that instead of pickup or use a combination, this allows for customisation in the UI manager
Added warning message in custom editor for telling the user when ticking "Show Examine Prompt" that an ExaminableItem script should be on the object
You can now choose whether to have prompts for examining, picking up or just showing the object name
Added emission highlight to this script from the examine system
Emission highlighting now automatically works for child gameobjects with mesh renderers
Added custom editor note for empty parent and child types
Padlock System
Removed and deleted PadlockTrigger scripts and can now use generic AKMasterTrigger scripts
PadlockController now references the AKMasterTrigger rather than PadlockTrigger script
Renamed all elements in the demo scene are consistent conventions and added new text to doorways
Removed Interactable and AKItem script from interactle padlock when using trigger
NoteSystem
Added TMP integration to note controllers
Updated custom editors for text settings to HeaderFoldoutGroups
Converted all UI elements to TMP and updated all UI managers
Removed NoteTrigger scripts and replaced with AKMasterTrigger
*NEW* Code Driven & Animation Door System
Added new door controller for code driven rotation logic whilst keeping animation options
Added a unified door controller
Added new interactive door option for the object itself
Added new red button model with PBR textures
Chess System
Updated all scripts from CP to Chess - So all scripts having better naming conventions
Lever System
Created a custom editor for LeverItem to remove the sound option for fuse box item
Generator System
Adjusted all popup UI's to use TMP rather than the legacy UI system
Added new audio effects to the system
Added brand new looped generator filling audio
Added brand new jerrycan pickup audio
Changed UI design for generator inventory to be more professional and en keeping with other assets
GeneratorItem script Improvements:
Fuel barrel can now be set to unlimited usage
Made sure collected Jerrycan updates inventory fuel as it didn't work as intended
Added brand new functionality for being able to turn the generator on and off on the keypress
Added a new audio for looping and sound pouring
Added functionality to fill the generator over-time using a long keypress
Added new fillrate field for customisation
Gas Mask System:
Updated GMHealthManager to match v1.4 of the single asset which includes new optimisations, new ways to control health and split into helpeful methods for more consistency
Added checks for when the inventory is open to stop filter from falling and health from fading
Renamed Visor UI to "UI - Gas Mask Visor Overlay" for more consistency
Added null checks for all Gas Mask UI and other UI manager related elements
Added functionality to reference new FPSController rather than old one
Renamed all Gas Mask related inventory elements
Convert all text UI elements to TMP
Edited the AKUIManager to reference this change for TMP
Themed Key System:
Added null checks for all UI elements
Valve / Pipe System:
Added null checks for all UI elements, including arrays
Renaming ValveSliderContainerUI to best match other elements of the system
Removed the CanvasGroup from the progress container and optimised the code to disable the object rather than using the group
Safe System
Removed SafeTrigger script and the system now uses AKMasterTrigger
Fixed an issue where safe UI numbers didn't update on the next tumbler press (Visual bug rather than anything that stopped the system working effectively)
Created brand new single colliders around the skeleton of the safe, so interactions for items can be used within the safe (When opened) - Large colliders won't get in the way
Created new input name to SafeCloseKey and added to input manager script
Rename Safe Model reference in Safe Controller / Trigger to Safe Interaction
Remove collider from Safe - Model and added to Safe - Door
Renamed all UI elements to be consistent with other systems
Updated all UI elements to TMP
Created a new parent for Safe UI for easier disabling
Fuse Box System
Created a custom editor for fuseItem to remove the sound option for fuse box item
Added null checks to UIManager script to avoid missing reference issues
Converted UI elements to TMP
Keypad System
Updated Keyboard Sci-Fi UI elements to TMP
Updated Keypad Sci-Fi elements to TMP
Updated Keypad modern UI elements to TMP
Renamed all UI elements and organised for better debugging
Updated UI manager to reflect TMP additions
Added null checks for all fields related to keypad system
Removed KeypadTrigger script to be replaced with AKMasterTrigger
Phone System
Updated Mobile phone UI elements to TMP
Updated Payphone UI elements to TMP
Updated Office phone UI elements to TMP
Renamed all UI elements and organised those for better usage
Updated UI manager to reflect TMP additions
Added null checks for all fields related to phone system for easier debugging
Flashlight System
Removed the FlashlightBaseClass script as it wasn't relevant
Refined all logic into the FlashlightItem script
Removed the custom editor and now allows a certain amount of batteries to be collected on flashlight pickup
Added a new check within the update method to check the GameState to see if the player would be busy, interacting, examining or in the inventory and stop the flashlight battery from decreasing
Added "Should persist" option to the flashlight controller, so user can choose whether this should be destroyed between scenes
Converted Flashlight battery parent UI text to TMP
Removed some raycast targets on the UI to avoid interaction issues
You may pick up multiple batteries initially if the flashlight controller has more than 0 Battery Count at the start. Fix this by adding 0 to this field
Fixed an issue where the flashlight wouldn't appear in the inventory even if the HasFlashlight bool was checked
Added null checks for UI manager
Examine System
Added global static for isExamining so we can turn off raycast and stop unwanted interactions
Added new HasChildObjects boolean to specify if the parent object has children that need to be rendered when examining. As empty parents don't need layers changing.
Removed all highlighting logic and emission logic from this script and moved to the AKItem & AKUIManager
Added E to collect to AKPromptManager based on examinableItem script
Fix part of examine script which allows us to pickup item when examining
Edited Basic & Right Sided Examine UI
Expanded parent UI element for better usage
Recreated all text elements to TMP
Renamed all elements
Added TMP to Empty Close Button UI elements
Renamed and TMP added to Examine Help Panel UI elements
Changed the UI Manager now references the TMP type text
Fixed all font style issues when converting to TMP
Changed Interaction naming to Highlight name for name highlight system
Added UI debugs to UI manager for examine system
APK Support Hub Fixes
Rewritten APK hub description
Added Write Review button and re-arranged button layout
Updated header image for V1.7
Added a new Dont Open Automatically check box so user can choose to stop this opening automatically but still open via Window > Adventure Kit Support Hub
New Additions:
Door Interaction Kit
System Updates
Note System:
Update Note System to v2.0
Add custom inventory with selector tab
Update all relevant systems to work with new inventory system
Input System:
Add functionality for new input system (Create tutorial in documentation and mention in description)
Recreate Third Person Controller functionality:
Make sure this scene uses the newer Unity TPS controller
Inventory System:
Brand new inventory system with 2 tiered functionality
Add title and description in a space relevant for each object in inventory
Make sure all collectable items use ScriptableObjects for collecting
JSON save system
Fixes / Updates:
Combine keypad & phone system together