Daggerfall Tools for Unity 1.1 is now available for Download. This version introduces PlayerGPS and WorldTime components, along with several bug fixes and other enhancements.
There is also a new tutorial following on from City Basics, called City Basics Part Two. You will find this both inside the latest distribution and on the Tutorials & Docs page. This tutorial will help you create a fully automated day/night/season cycle using world time and a variable timescale.
I hope you enjoy this release and new tutorial. As usual, please let me know if you find any bugs or have trouble following the documentation.
Full 1.1 release notes are below.
- Tutorials are now included with zip distribution.
- Fixed inconsistent origins between blocks and world space. Imported blocks and locations are now all laid out in a positive X-Z direction with origin at south-west corner.
- Added WorldTime and PlayerGPS components to core DaggerfallUnity singleton. These manage flow of time and player’s virtual position in world.
- Added Time & Space options to DaggerfallUnity options. These options automate many time-based changes such as day/night cycles and seasonal changes.
- Fixed RMB and RMB static assignments not working as they should.
- Locations now store additional metadata about their world position.
- Static door enumeration is now performed by API when initially processing model data. Door finding now has minimal overhead compared to previous post-layout method. Doors are also cached along with model data, so zero impact on future calls to GetModelData().
- Removed individual door triggers for buildings and interiors. Doors are now tracked by a single component attached to building mesh. It stores an array of door positions evaluated used only when user clicks on building.
- Added support for animated texture on imported Daggerfall models.
- Added a SunlightManager to control intensity of sunlight rigs (including any number of secondary lights) and simulate time of day using a single key light for the sun.
- Improved player position and facing when exiting buildings. The player is now positioned above ground using a ray hit and facing is determined by door normal.