Version 1.9.3 is now available on the AUnity Asset Store.
Important Note: In Unity 2018+, it’s now possible to disable the built-in Physics2D package. For this reason, Love/Hate plays nicely and doesn’t assume that Physics2D is enabled, which would cause compiler errors if it’s disabled. If you’re making a 2D project in Unity 2018+ or want to play the 2D demo scene, select menu item Tools > Pixel Crushers > Common > Misc > Enable Physics2D Support to tell Love/Hate that you’re using 2D. If you’re using Unity 2017 or older, you can skip this.
(On the plus side, if you’re not using 2D, Love/Hate is now even leaner because the compiler will conditionally exclude all 2D-related code.)
ORK Framework users: Please import the updated ORK Framework Support package. It fixes the GetTemperament step and adds a GetEmotionalState step.
Version 1.9.3 Release Notes:
- IMPORTANT CHANGE: On Unity 2018+, you must define scripting symbol USE_PHYSICS2D to use 2D physics.
- Fixed: FactionMember.FindRumorInMemory wasn’t matching target faction correctly.
- Fixed: Faction Member inspector was showing 1 + memory count.
- Fixed: Trigger Event and Collision Event components now handle >32 tags.
- Improved: Updated for .NET Standard 2.0 compatibility.
- Improved: FactionManager now delays check for faction database until Start. (Prevents check warning if you create your FactionManager at runtime in code.)
- Improved: Added Assign Unique Keys menu item for Saver components.
- Improved: Added Control Graphic Raycasters checkbox to Input Device Manager.
- Improved: Timed Event now has option to time by # of frames.
- Save System: Animator Saver now saves animator parameters.
- Save System: If Active Saver activates inactive target, it now also tells target’s other savers to apply data.
- ORK Framework: Fixed GetTemperament. Added GetEmotionalState.