Patch Notes - V1.4
Version 1.4 - June 2024 (CURRENT)
Converted default text components to TextMeshPro
Refactored FBInteractor to add TryGetComponent for camera checks and general optimisations
Added persistence boolean to all managers so you can decide if you want to keep the singletons between scenes
Added null checks to UIManager script to avoid missing reference issues
Added public property to fuseAmount inside Inventory script to remove public field and add optimisations
Edited controller script to reflect this change
Renamed all UI elements
General script optimisations
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 updated