Patch Notes - V1.3
Version 1.3 - June 2023
- Added new inventory visuals for system
- Added new background sprite
- Remove fuse text and combined that into the sprite image
- Moved FuseAmount text to the corner
- Added CanvasGroup to the canvas for show and hiding the UI
- Added door example to the demo scene
- Applied root motion to door
- Add an animation to the door and connected this to the controller event to play the animation
- Added a note into the input manager to mention where the system inputs are
- Renamed FBRaycast to FBInteractor
- Removed the need for a tag as it minds the script we require
- Refined the script to remove redundant code
- Duplicated all scripts to fix GUID issues when using multiple assets
- Made Sound script generic to stop asset clashing
- Mentioned in documentation, where to find inputs in scripts
- Added slightly optimisations to the FBUIManager
- Renamed FBItem to FuseItem for consistency
- Removed the GetComponent call from the interaction section to awake for performance
- Refactored the FBAudioManager to use the SO rather than the string name
- Large Refactor of the FBController script
- Added arrays for all fuses and lights to make the code much cleaner and easier to read
Version 1.2 - May 2022 (CURRENT)
- Re-imported models and resized for the demo scene
- Add a new Fuse box model with a hinged door
- Recreated the Fuse Inventory UI
- Edited and added new sound effects
- Refactored and renamed all scripts for ease of use and optimisations
Version 1.1 - December 2021
- Updated the “Sound” script to now be a ScriptableObject – You can now create them by right clicking in the project and choosing to create a new sound
- Refined the raycast script to make it easier and more efficient to use
- Added tag to raycast so when events end, the fuse box can not be interacted with
- Added ScriptableObjects for sounds in the FuseItemController and main controller scripts
- Refactored all scripts to be more efficient and offer cross over in functionality
- Refined basic UI’s to fit in all resolutions and aspects
- Anchored the UI elements to perform across aspects
- Added namespaces for all scripts to keep them from clashing with any others
- Created an input manager to control different types of inputs within one object
- Refined and refactored all scripts to make them more efficient and easy to use
- Refined the raycast script to exclude particular layers (If required)
- Refined the “FuseboxController” script to include UnityEvents for easy interactions when the puzzle is complete - Created a “FuseItemController” which can be added to items to set whether they should be “Fusebox” or “Fuses” for easy manipulation
- Added a basic FPS prefab to the project for ease of use
- Added a basic test scene for viewing the objects and testing - Changed sound clips and reduced overall audio for each - Resized all elements to fit against a consistent size
Version 1.0 - December 2021
- Initial Release
Last modified 2mo ago