Author: Tony

Love/Hate 1.9.4 is now available on the Unity Asset Store!

This version lets you import and export your faction databases to CSV and JSON.

The CSV feature is especially handy if you’re managing large numbers of factions, since you can load them into a spreadsheet application to tweak and balance numbers. Love/Hate’s CSV import is flexible. You can configure it to import custom layouts, such as those created by Stay At Home Devs’ Game Data Editor.

Version 1.9.4 Release Notes:

  • NOTE: On Unity 2018+, you must define scripting symbol USE_PHYSICS2D to use 2D physics. (Tools > Pixel Crushers > Common > Misc > Enable Physics 2D Support)
  • Added: CSV export/import.
  • Added: JSON export/import.
  • Fixed: String-to-float conversion in .NET4 is now culture invariant.
Author: Tony

The Dialogue System for Unity 2.1.0 is now available on the Pixel Crushers customer download site and should be available on the Unity Asset Store soon.

Version 1.8.8 is also available on the customer download site.

Version 2.1.0
Core:

  • Dialogue Editor:
    • Improved: Conversation title dropdown now fills available width of window to accommodate long titles.
    • Improved: Added Menu > Delete Conversation (alternative to right-click context menu).
    • Fixed: Newly created conversations sometimes didn’t appear in node editor.
  • Improved: Dialogue database reset/save/load performance optimization.
  • Improved: Added public accessors for ConversationModel’s cached display settings values.
  • Improved: Standard UI panels can now animate using legacy Animation as well as Mecanim Animator.
  • Fixed: LookAt() sequencer command rotation bug.
  • Fixed: ShowAlert(message,duration) now handles newline codes like ShowAlert(message).
  • Fixed: Float to string conversation is now culture invariant when using .NET4.

Third Party Support:

  • Inventory Engine: Added DialogueSystemInventoryEventListener.SetEventSystemNavigationEvents and SetInventoryInputManager to allow UI input outside of Inventory Engine.
  • Opsive Controllers: DialogueSystemInteractableTarget sets player as interactor if none specified; Can have multiple targets; Added uccLookAt() sequencer command; UCCSaver now observes spawnpoint for characters tagged as Player.
Author: Tony

Version 2.0.9 is now available on the Asset Store. It fixes a critical bug introduced in version 2.0.8.
If you’re using 2.0.8, please update to version 2.0.9!

Release Notes:
Core:
– Fixed: Bug introduced in 2.0.8 involving fields with spaces in them. Caused issues with display names and quest entries.
– Fixed: Fade-from-black animation in SceneFaderCanvas’s animator controller.
– Fixed: ConditionObserver now respects Once checkbox.
– Fixed: LiveCamera sequencer command now gracefully handles if camera is destroyed before command is done.
– Fixed: UI animation monitor no longer reports error if animator is destroyed while waiting.

Third Party Support:
– LipSync Pro: Fixed error message if character doesn’t have LipSync component.
– uMMORPG: Updated for uMMORPG 1.148.
– uSurvival: Added Warp() sequencer command.

Author: Tony

Through Black Friday Week, the Dialogue System for Unity is 55% off in the Ultimate Characters Bundle. After Black Friday Week, the assets in the bundle will be discounted 33%, so get it now while it’s at a deeper discount.

Author: Tony

Quest Machine 1.0.9 has been released and should be available on the Unity Asset Store in 3-7 business days.

Release Notes:

  • CHANGED: Quests now also activate counter listeners if state is WaitingToStart and has autostart or offer conditions.
  • Improved: Added cooldown update frequency to Quest Giver to automatically update quest cooldowns & quest indicators.
  • Improved: UI panel show/hide animations can now use Animation component as well as Animator.
  • Fixed: Float conversion in .NET4 is now culture invariant.
  • Fixed: Can no longer delete Start node.
  • Compass Navigator Pro: Updated support package.
  • Emerald AI: Updated EmeraldAISaver to properly play dead state.
  • Invector character controllers: Added support.
Author: Tony

Version 2.0.6 of the Dialogue System for Unity is available for immediate download on the Pixel Crushers customer download site. (Contact us with your Unity Asset Store invoice number if you need access.) It should be available on the Asset Store in a few business days.

Version 2.0.6 Release Notes

Core

  • Added: DOF() sequencer command to control DepthOfField PostProcessing effect.
  • Added: DialogueDatabase.GetEntrytaglocal() function.
  • Fixed: Automatic checking of Alert variable no longer show ‘nil’ if variable is undefined.
  • Fixed: RandomizeNextEntry() Lua function reported error in some circumstances; now works on group node linked directly from START.
  • Fixed: OnConversationCancelledLine() no longer reports error if there is no previous subtitle.
  • Fixed: DialogueManager.hasInstance now updates if active Dialogue Manager instance changed.
  • Fixed: Float conversion in .NET4 is now fixed to be culture invariant.
  • Fixed: Cross-conversation link dropdowns no longer split dialogue text at ‘/’ characters.
  • Fixed: Sequence parser no longer reports error on double semicolons (‘;;’).
  • Fixed: Fade() sequencer command’s default duration is now correctly 1 second.
  • Fixed: Timeline preview UI cleans up properly when changing to playmode.
  • Fixed: ActorPopup, ItemPopup, QuestPopup, and VariablePopup attributes can now be nested in lists.
  • Improved: Timeline Start Conversation clip no longer requires assignment of GameObject.
  • Improved: Significant performance improvement in node editor when editing very large conversations.
  • Improved: Sequence field helper menu (‘+’) has more options, submenu that lists all available commands.
  • UI:
    • Can now disable Standard UI Menu Panel scrollbar reset value.
    • Optimized initialization when using default legacy GUI option with Selector & Proximity Selector.
    • Panel show/hide animations now also support legacy Animation component as well as Animator.

Third Party Support

  • articy:draft: Fixed parsing of compound expresso expressions containing semicolons. Added option to import documents into a conversation submenu.
  • Emerald AI: Updated EmeraldAISaver for Emerald AI 2.1.1+.
  • i2 Localization: Updated for i2 Localization 2.8.9. Added support for runtime translation of dialogue & menu text.
  • Realistic FPS Prefab: Updated example scene for RFPSP 1.45.
  • RT-Voice: Updated for RT-Voice 2018.3+.
Author: Tony

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.
Author: Tony

Version 1.0.8 is now available on the AUnity Asset Store.

This release adds support for uSurvival and Inventory Engine.

Important Note: In Unity 2018+, it’s now possible to disable the built-in Physics2D package. For this reason, Quest Machine 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 the Dialogue System that you’re using 2D. If you’re using Unity 2017 or older, you can skip this.

Version 1.0.8 Release Notes

  • CHANGED: If using 2D in Unity 2018+, you must set scripting define symbol USE_PHYSICS2D (see above)
  • Added: QuestGeneratorEntity.StartDialogue methods that generate quest first if necessary.
  • Added: Can now adjust drive values at runtime.
  • Added: Quest Journal UI options to always expand groups, show details when hovering on quest name.
  • Added: Quest Journal UI quest name can now show quest’s icon.
  • Added: EntityType Saver. (Saves runtime changes to drives.)
  • Fixed: Removed null reference error when an urgency function is unassigned.
  • Fixed: Trigger Event and Collision Event components now handle >32 tags.
  • Fixed: Quest Journal > UI Settings > Journal UI incorrectly accepted Dialogue UI type.
  • Improved: Editor windows now gracefully ignore unreadable third party DLLs.
  • Improved: Added Assign Unique Keys menu item for Saver components.
  • Improved: Animator Saver now saves parameter values.
  • articy:draft:
    • Articy condition nodes correctly link to true and false result nodes.
    • Links to the same node now actually link to the same node instead of duplicates of the node.
  • Dialogue System for Unity:
    • Fixed: Now only replaces tags if Process QM Tags is ticked.
    • Fixed: GiveQuest() Lua function finds Quest Journal even if ID is blank.
    • Fixed: Now shows regular Quest Machine UI if content has no Dialogue System Conversation content.
  • ORK Framework: Fixed bug in GetQuestNodeStateStep.
  • Inventory Engine: Added integration.
  • uSurvival: Added integration.
Author: Tony

The Save System 1.0.7 for UFPS v1 is now live on the Unity Asset Store. This is for UFPS version 1. A save system for Opsive’s new Ultimate Character Controllers (UFPS v2, etc.) is coming soon.

Version 1.0.7 adds:

– Updated for UFPS 1.74. Minimum version is now Unity 5.6.0.
– Improved: Timed Event now has option to time by # of frames.
– Improved: Tag masks in Trigger Event & Collider Event now support >32 tags.
– Save System: Added Assign Unique Key menu item for Saver components.
– 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.

If you have the Dialogue System for Unity, you don’t need the Save System. The Dialogue System already includes save & load for UFPS. The Save System is just an inexpensive, easy way to add saved games and persistence across scene changes if your project doesn’t need conversations, barks, and quests.

Author: Tony

Version 1.1.0 of the Save System for Realistic FPS Prefab is now available on the AUnity Asset Store. It has these improvements:

  • Improved: Now uses FPS Spawned Object Manager, which also adds reloaded spawned object back to Azu Object Pool. You can use this, for example, to save the state of arrows that have been shot into the scene.
  • Improved: Timed Event now has option to time by # of frames.
  • Improved: Tag masks in Trigger Event & Collider Event now support >32 tags.
  • Save System: Added Assign Unique Key menu item for Saver components.
  • 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.

If you have the Dialogue System for Unity, you don’t need the Save System. The Dialogue System already includes save & load for RFPS. The Save System is just an inexpensive, easy way to add saved games and persistence across scene changes if your project doesn’t need conversations, barks, and quests.