- Fixes for Unity 5.6.0
- Removed debug message “0”
- Fixed some warnings
- Force to reimport integrations folder when ICode is imported
- Min required Unity 5.5.0
- Fixes for Unity 5.5
- Fixes for Unity 5.4
- Fixed BuildTargetGroup in integration windows
- Fixed OverrideVariables(behaviour field was not updated if list was empty)
- Visual indicator if fsm is paused
- Fixed node foldout for unity 5
- Start ICodeBehaviour from unity 5 StateMachineBehaviour (https://www.youtube.com/watch?v=MOsbH4BT9H8&feature=youtu.be)
- Windows Store support
- Notification if an action script is deleted.(Null in fsm)
- Fixed Networking actions/conditions to work in unity above 5.0
- Obsolete actions(GetLoadedLevel,IsLoadingLevel,LoadLevel,LoadLevelAsync). Use corresponding SceneManagement actions.
- Vector2 actions
- Completed Vector3 actions
- Replaced Vector3.GetComponent with GetXYZ
- More Transform actions
- Unity 5.3 support
- Fixed Warnings for unity 5
- Fixed BuildTargetGroup for unity 5
- Fixed line endings in FsmUtility.cs and Transition.cs
Third Party Integrations
- Updated Master Audio to 220.127.116.11(Thanks to Tuomas Pitknen)
- Updated CoreGameKit to 18.104.22.168
- Added LoadLevelAsync
- Improved startup performance
- Improved ICodeMaster
- Removed and seperated base ui classes. Removed Gradient.cs and SetGradient.cs until unity stops changing it.
- Auto enable scripting define symbols for ICODE, use #if ICODE
- OnEnter/OnExit was not called when reenter a sub state machine
- Fixed Array.Add – Added Array.GetRandomElement
- Removes SetGlobalGameObject from GameObject when deleted in GlobalVariables.
- Shared Scripts update
Third Party Integrations Photon Unity Networking
- Added InRoom, IsOfflineMode, IsInLobby conditions
- Moved ICode folder to Unitycoding/ICode
- Removed AssetCreator, using AssetCreator from Unitycoding/Shared scripts
- Added Tools menu to Tools/Unitycoding/ICode/Tools
- Preview actions/conditions in browser without editor opened
- Added component menu to Tools/Unitycoding/ICode/Components/…
- Fixed zoom, if active state machine is null
- Fixed shortcut gui offset if active state machine is null
- Disabled variable create button(+) if active state machine is null
- Added canvas context menu to create a state machine when active is null
- Added instructions if active fsm is null
- Changed GlobalVariables assets path to Assets/Resources/. Can be moved by user to a sub Resources folder
- Moved Documentation to http://zerano-unity3d.com/docs/home/icode/
- Adjusted new documentation paths in editor
- Added delay for review reminder popup
- Update examples location folder Unitycoding/ICode/Examples
- Fixed Gradient effect for unity 5.2
- Fixed Rigidbody2D.SetConstraints
- Fixed Unity Networking conditions
- MySQL integration
- Implemented CallbackHandler
- Moved Toolbar menu to Tools/Unitycoding/ICode/…
- Added FsmTool to toolbar
- Review Reminder
Third Party Integrations
Photon Bolt integration
- Started Integration
Energy Bar Toolkit
- Actions were missing [System.Serializable]
Support for Highlighting System
Photon Unity Networking
- Removed BaseModule from photon and implemented CallbackHandler from ICode instead
- Added missing namespaces
- Added integration window to enable/disable add-ons. Add-ons are now included in the package and do not need to be downloaded separately.
- Fixed networking errors for Unity between version 5 and 5.1 (UNet is only availible in Unity 5.1)
- Changed store field in InstantiateRandom from FsmObject to FsmGameObject
- Addded ObjectToGameObject and GameObjectToObject action
- Fixed HideFlags for LineShader
- Execute node at runtime for debugging(context click)
- Improved Error Console(Select States with errors)
- Error icon in hierarchy, if fsm has errors.
- Canvas Zoom
- Fsm Tool -> Select existing FSM’s in project or scene
- DragAndDrop support for FSM assets(copy/paste by drag and drop)
- Added MonoBehavior Converter and Welcome Screen to tools menu
- Added Tools documentation
- Selectable transition lines
- Fixed line shader warning.
- Fixed unity 5 SetFixedAngle warning.
- Changed style of action, transition and condition list.
- Added selection makers for action, transittion and condition.
- Fixed reset, when removing condition/transition.
- Added error icon on duplicate variable names.
- Added error icon for hierarchy, if FSM has errors.
- Added error icon if transition has errors.
- Instruction if variables are not expanded
- UNet actions and conditions(Not Finished!)
- Changed DefaultValue to DefaultValueAttribute
- Node Context to move nodes to SubStateMachine.
- Node Context to move nodes to ParentStateMachine.
- Click to create variable in inspector if missing
- Auto assign Owner as default for SharedPersistant FsmGameObject
- QualitySettings actions
- SetAnimationClip action for mecanim.
- Fixed Translate action without deltaTime.
- SetProperty was not recognizing Transform as Object
- RectTransform actions
- Changing variable name does not reset reference in action/condition
- GameObject for OverrideVariables
- Fixed changing variables in inspector
- Fixed Debug.DrawLine/DrawRay SharedPersistant attribute was missing.
- Fixed NavMeshAgent Stop for unity 5, stops immediately when stopUpdates is set to true.
- Changed unity_5 version checks to support all unity 5 versions.
- New Addon: DOTween
- New Addon: Energy Bar Toolkit
- Updated Addon: Photon Cloud to v1.58
- Photon Cloud simple ai example
- Copy All actions/conditions using context click on the list in inspector
- Fixed serialization of OverrideVariables when creating prefabs.
- Improved Pick action.
- Fixed AndroidInput preventing from build on other platforms
- Fixed OverlapSpehere action -> target is not required
- Transitions are reorderable
- MoveInFormation action for NavMeshAgent
- Updated A* Support package(Extended Move action).
- Updated Default Examples(Troll was missing)
- Impoved Raycast action.
- Simple example for A* addon.
- OverrideVariables helper.
- Fix for OnClick condition Type
Button' does not contain a definition foronClick’
- SetEnabled action for classes extending from Behaviour
- ComponentAttribute can be specified with Type-> will only list components that extend from this Type.
- AndroidInput actions(http://docs.unity3d.com/ScriptReference/AndroidInput.html)
- ICodeBehaviour inspector information(StateMachines, States, Actions and Variables count)
- ICodeBehaviour inspector quick edit for variables.
- Display shared variable names that will be paste.
- Fixed Renderer actions Copy/Paste of multiple selected nodes and shared variables
- IsObjectNull condition
- Enable/Disable shortcuts in preferences
- Setup custom shortcuts in Tools/Setup Shortcuts
- OnUnityEvent remove on exit.
- SendEventToArray action.
- Some actions extended to be able to use a FsmGameObject for position.
- Fixed unity 5 warnings
- Created State Machines using the editor toolbar had no Owner variable.
- Fixed rigidbody actions, call was not removed from proxy.
- Default examples update(smooth of ik scenes)
- Fixed Ik actions, call was not removed from proxy.
- OnEnterState method for actions.
- IsPointerOverGameObject condition
- ICodeMaster to hide/show components on a game object.
- Fixed InstantiateRandom action
- Random.RangeInt action
- Photon Addon update
- AddBehaviour action(Adds a new ICodeBehaviour and sets the state machine.)
- gameObject.AddBehaviour(StateMachine stateMachine, int group, bool replaceIfExists) overload method
- Fixed CopyFields for ScriptableObjects.
- SetCursorLockMode and SetCursorVisible action
- GetElement action for array.(Gets element by index)
- SetConstraints action for rigidbody.
- GetVariable action to get a variable from other StateMachine
- MouseLook action based on Standard Assets
- SmoothMouseLook action based on Wiki
- MonoBehaviour script converter help editor
- Math int actions (ClampInt,DivideInt,MultiplyInt,SubtractInt,SumInt)
- SetVariable from script accepts AssignableFrom of variable type.
- Unity5 AddComponent fix
- GetObjectProperty action to get properties from UnityEngine.Object
- SetObjectProperty action to set properties on UnityEngine.Object
- AnyState was not switching back when switching from a sub state machine.
- ToString action, converts a variable of type to a string.
- RestartState action, useful for Sequence states.
- VariableChanchedEvent for FsmVariables to access from custom scripts.
- Added IsFinished condition for Sequence execution.
- Calling NavMeshAgent.Stop() requires a NavMeshAgent.Resume(), when setting destination again in unity5.
- Added ICodeTrigger, that enables or disables components within range using SphereCollider as trigger.
- GetProperty supports Arrays and Lists
- Removed previous version, is availible on request.
- Welcome Window was shown even if “Show at Startup” was unchecked
- NavMeshAgent action Wanter throw a NullReferenceException, because the agent was not assigned.
- Unity 5 support
- Sub State Machines
- States as Sequences
- Error Console
- Improved Performance