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Try the Demo by pressing in the logo.

 

FPC Pro Videos.

 

 

 

Update Procedure v1.6 (12 Aug 2017)

(Major Update to Unity 5.x).

BACKUP YOUR PROJECT!!!!
======================

Make sure you backup your project before updating the FPC Pro asset. If something goes wrong you'll always can go back
to the previous version and try again.
Making a backup will cost you 5 minutes only and it can save your day in the worst case scenario.

1.- Make a backup of your project. (Important).
2.- Open your project.
3.- Delete all FPC Pro old related folders (Assets/FPCPro, Assets/Editor/Water (Pro Only), Assets/Standard Assets). See related Image.
4.- Import the new one FPCPro.UnityPackage (v1.6.0).
5.-Update by hand the values yur FPC Pro had before in yur project.

Previous FPC Pro Folder project organization (delete all before importing v1.6.0).

 

Update Procedure v1.5 (15 Apr 2017)

 

BACKUP YOUR PROJECT!!!!
======================

Make sure you backup your project before updating the FPC Pro asset. If something goes wrong you'll always can go back
to the previous version and try again.
Making a backup will cost you 5 minutes only and it can save your day in the worst case scenario.

1.- Open your project.
3.- Delete the FPC Pro Folder located in your project view and import the new one FPCPro.UnityPackage (v1.5.0).
4.- Delete the Plugins/Colorizer folder if exist (it shouldn't).
5.- Update to the new UI system by dragging the new FPC Pro uGUI prefab (located in FPC Pro/Prefabs/ folder).
6.- Delete the old FPC Pro GUI GameObject from your Hierarchy window.
7.- Add a new EventSystem to your scene (Menu->GameObject->UI->EventSystem.
5.- The FPC Pro prefab has to be tweaked to work again because of the new UI.
--> Drag your UIPanel/Slider Health --> FPCStatusJS->Health GUI
--> Drag the UIPanel/Damage Image --> FPCStatusJS->Damage GUI
--> Drag the UIPanel/Slider Sprint --> FPCStatusJS->Sprint->Sprint GUI
-->Drag the UIPanel/Slider Swim --> FPCSwimJS->Swim GUI
-->Drag the UIPanel/Slider LightBattery --> FPCFlashLightJS->LightOptions->Light GUI
-->Drag the UIPanel/Slider FlyGas Tank --> FPCFlyJS->Fly GUI

IMPORTANT to Unity 5 Users: If you updated the Unity's Water Standard Assets, keep in mind that when importing this FPC Pro version, you'll need to uncheck any water stuff in the FPC Pro asset importer window (located in Editor and Standard Assets folders) to avoid been overwritten with the 'old' Unity 4.x water stuff. The same applies to the projector, if you updated it with the new Unity 5.x projector, disable the projector stuff (located in standard assets) when importing this asset.

In case you need want to see how the new UI works in FPC Pro, import this new version in a clean project to see it in action loading the demo scene.

 

Update Procedure v1.4 (27 Sept 2015)

 

BACKUP YOUR PROJECT!!!!

Make sure you backup your project before updating the FPC Pro asset. If something goes wrong you'll always can go back to the previous version and try again.

Making a backup will cost you 5 minutes only and it can save your day in the worst case scenario.

1.- Open your project.
2.- Create a new prefab of your tweaked FPC Pro by draging it into a new folder in your project window.
Make sure that the folder where you are creating your FPC Pro Prefab is outside the "FPC Pro" Folder.
3.- Delete the FPC Pro Folder located in your project view and import the new one FPCPro.UnityPackage (v1.4).
4.- The FPC Pro prefab is the same as the previous version (1.3), so you don't need to tweak anything at all.

IMPORTANT to Unity 5 Users: If you updated the Unity's Water Standard Assets, keep in mind that when importing this FPC Pro version, you'll need to uncheck any water stuff in the FPC Pro asset importer window (located in Editor and Standard Assets folders) to avoid been overwritten with the 'old' Unity 4.x water stuff. The same applies to the projector, if you updated it with the new Unity 5.x projector, disable the projector stuff (located in standard assets) when importing this asset.

 

Update Procedure v1.3 (1 Sept 2015)

 

BACKUP YOUR PROJECT!!!!

Make sure you backup your project before updating the FPC Pro asset. If something goes wrong you'll always can go back to the previous version and try again.

Making a backup will cost you 5 minutes only and it can save your day in the worst case scenario.


1.- Open your project.
2.- Create a new prefab of your tweaked FPC Pro by draging it into a new folder in your project window.
Make sure that the folder where you are creating your FPC Pro Prefab is outside the "FPC Pro" Folder.
3.- Delete the FPC Pro Folder located in your project view and import the new one FPCPro.UnityPackage (v1.3).
4.- There is only a new variable in the FPC Pro's FPCSwim script to make it swim at constant speed or using 'strokes' (Swim->Swim Style).

IMPORTANT to Unity 5 Users: If you updated the Unity's Water Standard Assets, keep in mind that when importing this FPC Pro version, you'll need to uncheck any water stuff in the FPC Pro asset importer window (located in Editor and Standard Assets folders) to avoid been overwritten with the 'old' Unity 4.x water stuff. The same applies to the projector, if you updated it with the new Unity 5.x projector, disable the projector stuff (located in standard assets) when importing this asset.

 

Update Procedure v1.2 (17 May 2015)

 

BACKUP YOUR PROJECT!!!!

Make sure you backup your project before updating the FPC Pro asset. If something goes wrong you'll always can go back to the previous version and try again. Making a backup will cost you 5 minutes only and it can save your day in the worst case scenario.

1.- Open your project.
2.- Create a new prefab of your tweaked FPC Pro by draging it into a new folder in your project window.
Make sure that the folder where you are creating your FPC Pro Prefab is outside the "FPC Pro" Folder.
3.- Delete the FPC Pro Folder located in your project view and import the new one FPCPro.UnityPackage (v1.2).
4.- There is only a new variable in the FPC Pro's FPCSwim script to make it swim backwards (deactivate by default).

IMPORTANT to Unity 5 Users: If you updated the Unity's Water Standard Assets, keep in mind that when importing this FPC Pro version, you'll need to uncheck any water stuff in the FPC Pro asset importer window (located in Editor and Standard Assets folders) to avoid been overwritten with the 'old' Unity 4.x water stuff. The same applies to the projector, if you updated it with the new Unity 5.x projector, disable the projector stuff (located in standard assets) when importing this asset.

 

 

Update Procedure v1.11 (29 March 2015)

 

BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!

=============================----------------------

OK. Now that you have made a backup of your project (healthy precaution!) you are good to go.
The proceduce is basically the same that we used in the previous version of FPC Pro.

Open your project.

Create a new prefab of your tweaked FPC Pro by draging it into a new folder in your project window.
Import the new FPC Pro over the old one (this time it's no need to delete anything if you don't want
due to the minimal changes in this version).

The only change in inspector window is a new variable in FPCLadderJS: CanGetLadderFying.

Unity 5: If you updated the Unity's Water Standard Assets to the new Unity 5 version, keep in mind that when importing this FPC Pro version, you'll need to uncheck any water stuff in the FPC Pro asset importer window (located in Editor and Standard Assets folders) to avoid been overwritten with the 'old' Unity 4.x water stuff.

You are now ready to go.

 

 

Update Procedure v1.1 (19 March 2015)

 

BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!

=============================----------------------

OK. Now that you have made a backup of your project (healthy precaution!) you are good to go.
The proceduce is basically the same that we used in the previous version of FPC Pro.

Open your project.

It's important to keep in mind that - maybe - you'll have to rewrite down again all the values you have tweaked
in your FPC Pro instance in your scene (yeah, i know it's a pain in the ass when that happens).
One way to keep those values it's to update the FPC Pro by hand (it's quick and easy to do).

Just create a new prefab of your tweaked FPC Pro by draging it into a new folder in your project window.
Make sure that the folder when you are creating your FPC Pro Prefab is outside the "FPC Pro" Folder

Delete the FPC Pro Folder located in your project view and import the new one FPCPro.UnityPackage (v1.0).

Now the name of the Demo sene has changed due to the new Unity 5 compatibility scene, so now there are two
scene Demos (for Unity 4.x and Unity 5.x). Open the one suitable for you depending on wich Unity version a
you currently using.

There aren't new variables -in the FPC Pro itself- to tweak this time.
All that changes from the previous Demo scene is the compass stuff added to the scene.
Look at the new CompassManager to see how it works.
Notice that there is a new 3d Compass as child of the FPC Pro's camera.

Note: The CompassManager has been created to show the user any of the compass pushing "F10" button.
To use something like this in your game, you'll need to create a similar script to show/hide a specific
type of compass (not to show all of them wich has sense only in this demo scene).

If you are using Unity 5, now you have a Pro water (without refletions) and all FPC Pro parameters are initialized as ' Pro Mode' (underwater effects mainly). Feel free to change that water if you want to use the new Unity 5.x one.
NOTE: To do so, you will need to delete all water references (witch are Unity 4.x related stuff) in standard assets and Editor folders in your project window and import the new ones.
Keep in mind that when upgrading future FPC Pro versions, you'll need to uncheck any water stuff in the
FPC Pro asset importer window (located -as always- in Editor and Standard Assets) to avoid been overwritten with the 'old' Unity 4.x water prefabs, textures and shaders.

You are now ready to go.

 

Update Procedure v1.0 (10 February 2015)

 

BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!

=============================----------------------

BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!

=============================----------------------

OK. Now that you have made a backup of your project (healthy precaution!) you are good to go.
The proceduce is basically the same that we used in the previous version of FPC Pro.

Open your project.

It's important to keep in mind that - maybe - you'll have to rewrite down again all the values you have tweaked
in your FPC Pro instance in your scene (yeah, i know it's a pain in the ass when that happens).
One way to keep those values it's to update the FPC Pro by hand (it's quick and easy to do).

Just create a new prefab of your tweaked FPC Pro by draging it into a new folder in your project window.
Make sure that the folder when you are creating your FPC Pro Prefab is outside the "FPC Pro" Folder

Delete the FPC Pro Folder located in your project view and import the new one FPCPro.UnityPackage (v1.0).

In your tweaked FPC you will notice there are new entries. In this case those are:

1.- FPCCharacterMotor --> Jumping now has DoubleJump related variables:
2.- FPCStatus now has a new "Wall Run" set of parameters:

Compare the new variable values that you have in your tweaked version against the original FPC Pro prefab
(dragging it into the scene just for a moment a deleting it later) & Tweak the new vars as you like.

You are now ready to go.

 

Update Procedure v0.99 (3 February 2015)

 

BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!

=============================----------------------

OK. Now that you have made a backup of your project (healthy precaution!) you are good to go.
The proceduce is basically the same that we used in the previous version of FPC Pro.

Open your project.

It's important to keep in mind that - maybe - you'll have to rewrite down again all the values you have tweaked
in your FPC Pro instance in your scene (yeah, i know it's a pain in the ass when that happens).
One way to keep those values it's to update the FPC Pro by hand (it's quick and easy to do).
Just create a new prefab of your tweaked FPC Pro by draging it into a new folder in your project window.

Import the new FPC Pro over the old one (this time it's no need to delete anything if you don't want).

Keep in mind that the Keyboard configuration as changed as well (You need to create two new entries: Fly and Rocket)
so update it by hand or copy the ImputManager.asset FPCPro/_Settings) to the ProjectSettings folder.
Read the page 3 in the documentation, please.

The FPC Pro GUI prefab has been updated, so you'll need to drag the UI Values again (UI bars & health) to your
FPC Pro as well. Read the Documentation.pdf, pag 7. Fly will need a new Fly bar, watch at the demo scene to see
how this var has been created (the Fly Inset is the one you need to drag to your Fly script).

1.- Drag to your FPC Pro two scripts: FlyJS (FPC/Script/Addons) and FlyStatusJS (FPC/Script/Helpers).
2.- The vars of both scripts can be modified in the inspector; right now is important to drag the GUI Fly bar Inset
into FPCFlyJS --> Fly GUI. Leave any other values by now, it will work. (Key to fly 'U').
2.- Update the SoundManager new Fly sounds. The original values are:
- Fly Interval: 4.015
- Fly Sound: whoosh (in FPC/Sounds/Fly)
- Rocket Interval: 1.81
- Rocket Sound: Rocket (in FPC/Sounds/Fly)

You are now ready to go.

 

 

Update Procedure v0.98 (2 October 2014)

 

BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!

=============================----------------------

OK. Now that you have made a backup of your project (healthy precaution!) you are good to go.
The proceduce is basically the same that we used in the previous version of FPC Pro.

Open your project.

Create a new prefab of your tweaked FPC Pro by draging it into a new folder in your project window.
Import the new FPC Pro over the old one (this time it's no need to delete anything if you don't want
due to the minimal changes in this version).
Drag any of the scripts located in FPCPro/Sripts/Helpers into your FPC Pro in your scene to update your
own tweaked FPC Pro.

 

 

Update Procedure v0.97 (22 June 2014)

 

BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!

=============================----------------------

OK. Now that you have made a backup of your project (healthy precaution!) you are good to go.
The proceduce is basically the same that we used in the previous version of FPC Pro.

Open your project.

It's important to keep in mind that - maybe - you'll have to rewrite down again all the values you have tweaked
in your FPC Pro instance in your scene (yeah, i know it's a pain in the ass when that happens).
One way to keep those values it's to update the FPC Pro by hand (it's quick and easy to do).
Just create a new prefab of your tweaked FPC Pro by draging it into a new folder in your project window.

Delete (yes, delete it!) the FPC Pro Folder located in your project view and import the FPCPro.UnityPackage (v0.97).
Add a new layer in the 25th element named "CameraPlanes" or copy again the content of _Setting Folder (inside the FPC Pro folder
of the project) into the ProjectSettings folder to update the tag. You can see the final tag/layer configuration in the
page 6 of the Documentation (located in Assets/FPC Pro).

Keep in mind that the Keyboard configuration as changed as well, so update it by hand or copy the ImputManager.asset
(FPCPro/_Settings) to the ProjectSettings folder. (read the page 3 in the documentation, please).

The FPC Pro GUI prefab has been updated, so you'll need to drag the UI Values again (UI bars & health) to your
FPC Pro as well. Read the Docuemntation.pdf, pag 7.

1.- Go to FPCSwim->WaterSplashEffect and drag there the WaterSplash Particle System (from FPCPro/Prefabs/Water/).

2.- DirtyLens. You have two choices:
- Add the FPCAnimatedRendererJS script, setup the number of frames to 57, and start dragging
all the 57 drop textures (regarding the order number) from FPCPro/Textures/DropTextures. (FPC Pro/Script/_Utils). Yeah, I've done it several times while programming this feature, so I know what are you thinking right know.
- OR : you can just drag the new 'FPC Pro' prefab from the FPC Pro/Prefabs to the scene (so, you'll have now
two FPC Pro Gameobjects in hierarchy), duplicate the DirtyLens Plane from this new FPC Pro object
and drag it into your original, tweaked one. Make sure the dirtyLens position is ok and delete the old one.
Just make sure you dont break the original Prefab (use 'Revert' button in the Inspector) and apply the changes
of your tweaked prefab as well.

3.- Underwaterplane:
- Remove the DisableAtStart script.
- Drag the FPCOceanTexMovementJS over the old FPCOceanTexMovement (without the final JS). It will be replaced
by the new one.

4.- Make sure that both planes (DirtyLens and Underwaterplane) are in layer "CameraPlanes" (layer nº 25).

You are now ready to go.
Most of the changes are in FPCSwim script where you can configure the type of Underwater effects
you want. The FPCStatus now controls the dirtylens effect as well.
The fade out effect regarding the swim ad light bars are on those two scripts (FPCSwim & FPCFlashLight).

 

 

Update Procedure v0.96 (25 March 2014)

 

BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!

=============================----------------------

OK. Now that you have made a backup of your project (healthy precaution!) you are good to go.
The proceduce is basically the same that we used in the previous version of FPC Pro.

Open your project.

It's important to keep in mind that - maybe - you'll have to rewrite down again all the values you have tweaked
in your FPC Pro instance in your scene (yeah, i know it's a pain in the ass when that happens).
One way to keep those values it's to update the FPC Pro by hand (it's quick and easy to do).
Just create a new prefab of your tweaked FPC Pro by draging it into a new folder in your project window.

Import the FPCPro.UnityPackage (v0.96).
Add a new tag in the 12th element named "Terrain" or copy again the content of _Setting Folder (inside the FPC Pro folder
of the project) into the ProjectSettings folder to update the tag. You can see the final tag/layer configuration in the
page 6 of the Documentation (located in Assets/FPC Pro).

1.- In case the FPC Pro Gameobject in your scene doesn't update itself:
- Add the FPCCatchObjectJS script into FPC Pro gameobject (New script).
- Add the FPCCrosshairJS script (located in scripts/_utils) into FPC Pro gameobject (New script).

2.- Go to the StepsSoundMngr (it's a children gameobject of the FPC Pro Gameobject itself) and update some FPCSoundPlayer variables.
These new sounds that we need are used to play terrain steps and when you catch/launch some scene object:
Drag into TerrainStepSounds the sound of the terrain (you have those used in the Demo scene in FPC/Sounds/FPC/FootSteps)
Drag into Interaction the sounds used for interaction (you have those used in the Demo scene in FPC/Sounds/Interacion)

3.- Drag the DirtyLensplane into the variable located in FPCStatus/Sprint/DirtyLensObject
(its used to FOV effect compensation).

That's all. Your tweaked values are safe and you have updated the FPC Pro. Now you just have to take care
about the new variables that are available in the inspector, that are:
- FPCStatus/Sprint : IsSustained and SprintAccelOptions (10, 5, 0.5 is used in the demo scene).
- FPCStatus/Crouch : CrouchAccelOptions ( 3, 3 , 1.5 is used in the demo scene)
- FPCStatus/Prone : ProneAccelOptions. (5, 5, 1 is used in the demo scene)

- Dont worry about the new two scripts you added, they will work fine with the values provided by default, you can tweak them later. Hit Play and test the new version.
If you don't know what values to use there, it's easy. Just open the Demo scene and look into the FPC Pro included in that scene.

 

Update Procedure v0.95 (9 December 2013)

BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!

=============================----------------------

OK. Now that you have made a backup of your project (healthy precaution!) you are good to go.
The proceduce is basically the same that we used in the previous version of FPC Pro.

Open your project.

It's important to keep in mind that - maybe - you'll have to rewrite down again all the values you have tweaked
in your FPC Pro instance in your scene (yeah, i know it's a pain in the ass when that happens).
One way to keep those values it's to update the FPC Pro by hand (it's quick and easy to do). Just create
a new prefab of your tweaked FPC Pro in your project (outside the FPC Pro folder, because we're going to delete it).

Delete (yes, delete it!) the FPC Pro Folder located in your project view and import the FPCPro.UnityPackage.
Add a new tag in the 11th element named "LowLedge" or copy again the content of _Setting Folder (inside the FPC Pro folder of the project) into the ProjectSettings folder to update the tag.

In case the FPC Pro Gameobject in your scene doesn't update itself, the only change you need to do by hand is:
- Add the FPCLowLedgeJS script into FPC Pro gameobject (New script).

That's all. Your tweaked values are safe and you have updated the FPC Pro. Now you just have to take care
about the new variables that are available in the inspector, that are:
- FPCMouseLookJS : SmoothXTime & SmoothYTime to control the velocity or your camera movements.
- Note: All the variables have a default value used in the demo scene and will work fine.
If you don't know what values to use there, it's easy.
Just open the Demo scene and look into the FPC Pro included in that scene.

 

Update Procedure v0.94 (22 October 2013)

BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!
BACKUP YOUR PROJECT!!!!

=============================----------------------

OK. Now that you have made a backup of your project (healthy precaution!) you are good to go.

Open your project.

It's important to keep in mind that - maybe - you'll have to rewrite down again all the values you have tweaked
in your FPC Pro instance in your scene (yeah, i know it's a pain in the ass when that happens).
One way to keep those values it's to update the FPC Pro by hand (it's quick and easy to do). Just create
a new prefab of your tweaked FPC Pro in your project (outside the FPC Pro folder, because we're going to delete it).

Delete (yes, delete it!) the FPC Pro Folder located in your project view and import the FPCPro.UnityPackage.
Add a new tag in the 10th element named "Ledge" or copy again the content of _Setting Folder (inside the FPC Pro folder of the project) into the ProjectSettings folder to update the tag.

In case the FPC Pro Gameobject in your scene doesn't update itself, the changes you need to do by hand are:
- Change the name of the WaterDrops plane (child of the MainCamera). The new name is DirtyLens Plane.
- Drag the FPCDirtyLensJS script (New script) if not present.
- Use the materials dirtylens and waterdrops in the FPCDirtyLensJS inspector vars.
(Those materials are located in FPCPro/Material).
- Add the FPCLedgeJS script into FPC Pro gameobject (New script).

That's all. Your tweaked values are safe and you have updated the FPC Pro. Now you just have to take care
about the new variables that are available in the inspector

Some vars in the FPC Pro's script has been changed or added to get new features running...
- FPC Status : Use Sustained Key (it's used in the demo project, normally unchecked).
- FPCStatus/Prone & Crouch : Is sustained.
- FPCStatus/Sprint: Can Sprint In Air, In Air Accel Time, In Air Decel Time.
- FPCLadder: Use Backwards Key, Auto Climb Time.
- CameraBobber : All bobs has a Camera Roll segment.
- Swim in Swim (Normal)and Swim Sprint: Min Speed, Max Speed, Accel Ratio (renamed the previous vars).
- Updated vars in StepSoundMngr -> FPCSoundPlayer: There is a new Ledge option with some vars to play edge sound effects.
- Note: All the variables have a default value used in the demo scene and will work fine, except for those that take care of camera roll effect located in the CameraBobber script. If you don't know what values to use there, it's easy. Just open the Demo scene and look into the FPC Pro included in that scene.

- The texture folder in StandardAssets/Glass/Sources can be deleted.
- If you are using Unity 4.2 or superior you can delete (if you want) the lightmaps included in the Demo scene,
because that version of Unity allows realtime shadows. Open the Demo scene, go to lightmapping window and select the 'Clear' option. Don't worry about the DayLight Manager included in the scene to turn off/on the scene's light; it will work with or without lightmapping.

 

 

 

 

 

 

 

 

 

CHANGE LOG

Version 0.92 (Initial Release - 02/07/2013).

Version 0.93 (18 July, 2013).
- Created a GUITexture with a keyboard map of the FPC Pro's controls.
- Created an OnGUI draggable window to show the FPC Pro Status. The status text in colored.
- GUIText on screen to show the keys used to activate these two previous features ('K' and 'J').
- Added/changed comments in some scripts.
- Changed FPC Pro's states. Now there are three kinds of states: movement, position, action.
- Added DoNothing to the action states.
- Changed movement state IsStanding with IsStop.
- Don't allow to remain active the isJumping state when kicking.
- Don't allow to prone/crouch in the water.
- Changed the states isPerformingCrouch and isPerformingProne to static in FPCStatus script.
- Added "FPC" prefix to AnimatedProjector y GUI_Adjust scripts names.
- Bug Fixed: now the movement states works fine when jumping.
- Bug Fixed: now update properly the isWalking state when proned/crouched.
- Bug Fixed: InAir state disabled when swimming or divin.

Version 0.94 (22 October, 2013).
- NEW: Ledge treatement. Now, the FPC Pro can hang from, jump backwards, move laterally and climb Ledges.
- New Tag "Ledge" created.
- New position states: isInLadder, isInLedge, isJumpingFromLedge.
- Changes in FPCLedge, FPCLadder, FPCStatus, FPCSwim, FPCCameraBobber y FPCSoundPlayer in order to update those new states.
- New ledge sounds effects added. (hit the ledge, walk laterally and climb).
- On-Screen status GUI updated to show these new states.
- NEW: Camera roll effect (in Z axis). Camera roll effect when walking or running. (Parameters in FPCCameraBobber).
- NEW: DirtyLens feature.
- FPCWaterDropPlaneEffect renamed to FPCDirtyLensEffect.
- FPCDirtyLensEffect code updated to make possible the new dirtyLens and waterDrop planes.
- Bug Fixed: El FPC Pro is now always well aligned respect the ladder and looking towards.
- Bug Fixed: Not allow jumps/kicks when we are in prone/crouch position.
- Bug Fixed: Fixed issue detecting a ladder.
- Bug Fixed: The camera's target position when crouching/proning while jumping is always reached.
- Bug Fixed: Now you can always climb again a ladder. No more detection issues.
- Bug Fixed: When crouching/pronin in Air, the camera always reach the desired position.
- Improved: Crouch/Prone NOT sustained mode. Now you can select witch mode to use when crouching/proning.
- Sustained: The appropiate key must be pressed all the time to stay in that status.
- Not Sustained: Press to activate the status. Press again to deactivate.
- Added OnScreen GUI option to change this sustained mode.
- Improved: The user can cancel the fall & ledge camera rotations moving the mouse around as before,
but now the rotation always start a little bit before cancelling it.
- Improved : Now when jumping the aceleration/deceleration sprinting can be progresive.
FPCCharacterMotor changed to allow this feature.
New vars to adjust the effect in FPCStatus->Sprint.
- Improved: Now you can select in inspector view if you want to use the backwards key when climbing a ladder.
- Change: Swim and SwimSprint inspector variables has been renamed. Now they are more understandeble.
(SwimSpeed, Accel, AccelTime changed by MinSpeed, MaxSpeed y AccelRatio).
- Change: Changed the WaterDrop's textures and the material's shader.
- Change: Lightmaps reduced at 512 resolution (previouly 1024).
- Change: Caustics textures reduced at 256 (prebiouly 512).
- Change: SkyBoxes Textures in Standard Asset reduced at 512 (Unity's originals are 1024)
- Change: Erased Glass Refraction textures (not used in this package).

Version 0.95 (9 December, 2013).
- NEW: Obstacles (LowLedges). Now you can jump obtacles performing a cool climb camera effect too.
- NEW: Camera roll effect created when climbing a ledge or lowledge.
- NEW: FPCMouseLook now has a smoothed movement (vars to control it: smoothXTime & smoothYTime).
- Improved: FPCCameraBobber script is more clean now and has been improved a little bit.
- Improved: FPCMouseLook - CameraFall and CameraRoll functions are more clear and simple.
- Improved: FPCMouseLook - Two funcions added AddRecoil y ReturnRecoil (for future -maybe-weapons recoil).
- Bug Fixed: FPCMouseLook now performs always right the cameraFall function.
- Bug Fixed: FPCCameraBobber - the function that moves the camera down/up always do it right now.
- Bug Fixed: Camera limits in ledges & ladders now works fine.

Version 0.96 (25 March, 2014).

- NEW: Walk, Sprint, Prone y Crouch have their own Ground/Air acceleration values.
- NEW: New IsSliding Status (now you can slide if you crouch when you are running).
- NEW: The FPC Pro can catch/drag and launch/drop any object.
- NEW: Terrain step sounds dependeding on the terrain's texture the FPC Pro is walking over.
- NEW: Smart Crosshair.
- Improved: DirtyLens y SprintFOV effects can be used at once.
- Improved: Removed layer dependecy in code.
- Improved: Sprint now has sustained mode too.
- Bug Fixed: Now the jump state is always updated (not need to drag a sprint GUI inset).
- Bug Fixed: The light works fine even if you dont assign any battery life GUI bar.

 

Version 0.97 (22 June, 2014).
- NEW: Pro_Indie Underwater and WaterDrop effects.
- NEW: Oxygen and battery UI bars can now fadeIn/Out in screen (they show in screen only when needed).
- Improved the Waterdrop Pro version effect.
- Improved: Centralized and easy configuration of DirtyLens, WaterDrop and Underwater effects.
- Improved: Moved the Damage fadeTime variable to the FPCStatus script.
- Improved: Several minor changes in some minor scripts to hide several public variables.
- Changes: Keyboard configuration changed regarding features to come in future updates.
- Bug Fix: The Status window now shows when the FPC Pro is jumping a LowLedge.

 

Version 0.98 (2 October, 2014).
- NEW: Created a data info collector script for every FPC Pro's single action.
- Improved: Created new script to show the FPC Pro Status (FPCStatusGUIJS).
- Improved: Created new script to show the FPC Pro's catch ability status (FPCCatchStatusGUIJS).
- Removed the code from their original places (FPCStatusJS and FPCCatchObject).
- Improved the FPC Pro status window to show the object below it in runtime (FPCStatusGUIJS).
- Improved: Now the FPC will see the object below it when stading/walking or running.
- Improved the StepSoundDetector by using the new object below function to play steps sounds.
- Improved: Simplekick internal code is now more cear and short.
- Fixed Bug: IsSliding status in FPCStatusJS doens't return false positive.

 

Version 0.99 (03 February, 2015).
- NEW: Fly mode.
- Fixed Bug: SoundManager script will now let play any other AudioSource in the scene.

Version 1.0 (10 February, 2015).
- NEW: Wall Run Mode.
- NEW: Double Jump.
- Improved: Sliding code to make it more arcade.
- Fixed several bugs.
- Partial Unity 5 compatibility.

Version 1.1 (19 March, 2015).
- NEW: In screen Compass (2D & 3D compass).
- NEW: Unity 5 Demo scene using all 'Pro' features (Water & effects).
- Improved: FPC Pro water detection has been improved (no more swim when your are standing in the water).
- FixBug: The bullet now uses trigger + raycast system to avoid weird collision responses agains the FPC Pro.
- Fix Bug: waterdrops animation weird bug fixed (getting in/out the water surface too quickly fired the bug).
- Fix Bug: No more jumps when the FPC Pro is climbing a wall ledge.

Version 1.11 (29 March, 2015).
- Improve: Now you can get ladders when flying (configurable in the Inspector Window).
- FixBug: When climbing a ledge if try to jump, the jump sound doesn't play anymore.
- FixBug: Now the jump sound effect is always played when performing a doublejump.
- FixBug: When flying the ladder detection doesn't fire any error anymore.
- FixBug: Can't catch an object if FPC Pro is standing over it.
- FixBug: FPC pro now detects if it is standing in water (without activating swim or dive status). Can run or jump in water now.
- FixBug: DirtyLes is working in Unity v5.x

 

Version 1.2 (17 May, 2015).
- NEW: Project updated to Unity v4.5.0
- NEW: Inspector colored and variables tooltiped. Added property drawers (Colorizer) to make the inspector look better.
- NEW: Created a PlatformJumper.
- NEW: Created a Pause script and modified the FPCMouseLook to make it work properly.
- Improve: added an option to swim backwards in Inspector window.
- FixBug: when exiting the water the FPC Pro velocity wont be reseted anymore.

Version 1.3 (1 Sept, 2015).
- NEW: Teleport platforms.
- NEW: Death zones (to simulate damage made by fire, gas, etc...)
- Improved: Now the FPC Pro can swim with a constant velocity or making 'strokes'. (Swim ->Swim Style)
- Changed: FPCSoundPlayer (added a new public function to play sounds).
FPCDetectPickup (easier to understand).
- Fix Bug: Jumper script -FPCJumperJS- no longer fires an error. Removed 'Jumper' tag, it is NOT needed anymore.

Version 1.4 (28 Sept, 2015).
- NEW: Created kickback effect that pushes the FPC. ( FPCSTatusJS.AddImpact() )
- NEW: Created constant pushers and one-time pushers examples.
- NEW: Created fixed forward direction pushers (will push the FPC in the platform forward direction).
- Change: Updated enemy bullet that affects the FPC when impact - kickback effect-. (FPCEnemyBulletMngr).

Version 1.4.1 (10 Jan, 2016)
- Minor bug fixed in FPCAIRobotJS (related Unity v5.3.1).
- Minor bugs fixed in conditional compilation in several scripts (related to Unity v4.7)

Version 1.4.2 (04 Apr, 2016)
- Plugins folder functionality: Modified several scrips to remove dependencies in Colorizer and MathdExt
Now the entire FPC Pro/scripts folder can be moved to plugions folder (C# compatibility).
- The Plugins folder will not be included in the asset (now it is empty)

 

Version 1.5.0 (15 Apr, 2017)
- Updated FPC Pro project to Unity v4.6.0
- Updated FPC GUI status in screen to Unity's UI.
* New UISliders for: Health, Run/Jump, Diving Oxygen, Fly Gas, Light battery.
* New UIImage used in effects: Damage, Teleportation.
* New UIImage for keyboard map.
- Updated several scripts to use this new UI system.
- Updated Compass and CrossAir scripts to add a keyboard disable detection option.
* If disabled, cannot change betwen different compass/crossairs types.
- Updated SoundManager. It will not be controlling FPCPro's external AudioSources.
- FIX BUG: Updated fall/land impact damage calculations.

Version 1.6.0 (12 Aug, 2017)
- Updated FPC Pro project to Unity v5.
- NEW: FPCInputJS script (new FPCPro's Input Manager class).
- Renamed Indie/Pro water effects to Mobile/Pro.
- Deleted several assets related to Unity v4.x stuff.
- Removed Resources folder and relocated several folders.
- Unity 2017 compatible (Warning msg fixed).

 


 
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