Daggerfall Tools for Unity 1.0

Daggerfall Tools for Unity 1.0 is now available for general download. Click here for download page. Change notes are below.

I’ve been working on this like a man possessed the last week or so. I definitely need a short break to clear my head and get some perspective on what comes next. I’ll talk more about this when I can.

I hope you have fun with Daggerfall Tools for Unity! If you have any feedback, bug reports, or feature requests, please feel free to contact me.

v1.0.0

  • Exterior door triggers are now sized appropriately to doors.
  • Added support for exterior dungeon doors.
  • Added enum for static door types.
  • Added DaggerfallInterior component to layout interiors.
  • Hinged action doors are now loaded inside building interiors and dungeons. They can be locked, magically held, bashed open, opened by monsters, and play appropriate sounds.
  • Added example class to transition in and out of interiors.
  • Player controller can click into and out of building interiors using example script.
  • Player controller now has moving platform support and ceiling hit detection.
  • Fixed broken sky hemisphere swap, refined sky scrolling.
  • Sky component can now be attached anywhere, such as to an exterior parent object. It will search for MainCamera if one is not specified.
  • Added default unlit billboard shader to MaterialReader. This will be used by light billboards.
  • Added default unlit texture material to MaterialReader. This will be used by fireplaces and similar textures.
  • Added dungeon action records and examples of activation by player.
  • Add iTween to __ExternalAssets namespace for animating hinged doors and action records. iTween was chosen as it will be familiar to the most Unity developers.
  • Removed QuickSize() and QuickScale() from API as they were incompatible with standalone builds.
  • Added size and scale properties to new method GetCachedMaterial(). The cached method slightly reduces scene building time and is compatible with standalone builds.
  • Palette files can now be loaded in standalone builds.
  • Bug fixes to standalone build startup and loading from Resources.
  • Added exception handling when loading invalid enemy indices.
  • Added exception handling for missing Run and Jump inputs in player controller prefab.
  • Changed Scripts/Other folder to Scripts/Demo. Contents are now in DaggerfallWorkshop.Demo namespace. These classes are not part of core tools but show examples of specific tasks such as loading interiors.
  • Added example weapon loading with variable tinting based on metal type.
  • Added example attack manager for gesture-based attacks.
  • Fixed API bug when getting DFSize for animated weapon records.
  • Enemy mobiles now read in “not hostile” flag where set in game data, and will not attack unless provoked. Examples are guard in castles and liches/vampire the King of Worms court.
  • Added DaggerfallAudioSource component for dynamically loading and playing sound effects from DAGGER.SND.
  • Created sound enumeration to name and group effects.
  • Linked sound definitions to enemy mobiles and action triggers.
  • Added ambient effect player.
  • New flags to import sounds automatically.
  • Added flag to MaterialReader controlling mipmap creation.
  • Lots of fixes and extensions to Demo scripts.
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