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