UnityScript Deprecated

As of Unity 2017.2, UnityScript has been deprecated. VIDE will no longer support UnityScript (No other asset in the AssetStore will either) in the next version.

Got any features/fix/improvement you want to suggest? Don’t hesitate on writing it down below or sending me an email!

Cheers 🙂

 

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VIDE 2.1 Changelist

Hello!

I’ve been working on a couple of features for a new update. Here’s the tentative changelist:

  • Fixed localization variables accessibility (You no longer use “_” before localization variable names).
  • Added Mini Map to the VIDE Editor. Improves navigation, visibility, and productivity by providing the user with a map version of the dialogue.
  • Added SaveState() and LoadState() methods to VDs and VA to save and load states. This easily helps you restore changes made to ExtraVariables, overwriteStartNodes, etc., between game sessions.
  • Added ToIntArray and ToStringArray methods to VD class. Saves you the need for splitting and parsing individual elements.
  • Added saving to main demo.
  • Added “Condition Guy” character to main demo scene. It has a dialogue that works with conditions.
  • Fixed dragging selected nodes while dragging new ones
  • Fixed Singles allowing Thousands (commas) when parsing Extra Variables. Strings containing commas will remain as strings.
  • Recolored nodes and exposed many skin-related variables. Customize them at VIDE/Data/Editor/Editorstyles.prefab
  • Improved beziers in the VIDE Editor.
  • Fixed Texture2D memory leaks when using the VIDE Editor.
  • Updated Documentation

The two main features are Save States and Mini Map.

As explained above, save states will let you save changed made to Extra Variables, comment visibility, and VA-related variables. This is to easily restore those changes between game sessions; a feature that had been missing for a long time. The main demo (“PlayerInteraction”) will now have saving integrated.  You will be able to check the updates scripts plus the updated Documentation to get to know the methods.

On the other hand, the Mini Map is a new view mode for the VIDE Editor which will provide, firstly, better visibility of the whole dialogue:

mapita

You can also click another node to travel to it and modify the contents of it from here. You cannot create new, move, or re-connect nodes from here.

You will be able to access the MiniMap from the toolbar or by hitting Space.


VIDE Lite will not have these two new features, but some of the others might be included.

The update should be up next week.

Cheers.

 

Twitter and 1.2 patch

Hello!

I’m back on track and 2.0 is ready. I’ll be submitting today, should be available around next week. You can check what’s new here. Instructions on the update from 1.2 to 2.0 will be given next week.

There’s a new Twitter account for the plugin so that it’s simpler for me to post news, updates, and whatever. You might want to follow it if you plan to use VIDE, just to keep updated if anything comes up 🙂

Lastly, I’m uploading a small patch for 1.2. It fixes some important issues with SetNode and ActionNodes. If you’re not updating to 2.0 and wish to keep using 1.2, then you might want to apply that patch.

That’d be about it for now! Let me know if there’s anything I can help you with 🙂

Preview VIDE 1.2

[EDIT]
I’m actually gonna get rid of the Editor Tools window and put everything into a toolbar before uploading. YOLO
[EDIT]
DONE

main

The small update turned out to be a bit bigger than expected. It was a fun weekend 🙂

Here’s a preview of what VIDE 1.2 will be bringing:

  • Fixed VIDE_Data loading wrong dialogues (with an offset) after creating or deleting new dialogues.
  • Add sprites to your dialogues and nodes! Select default Player/NPC sprites from VIDE_Assign component and/or set a specific one for each node. Access the sprites through VIDE_Data.assigned.defaultPlayerSprite and NodeData.nodeSprite. Sprites should go inside Resources.
  • Brand new Extra Variables system. Store strings, ints, floats, or booleans as values. Access the objects from the extraVars dictionary using custom keys. Deprecated extraData is still available, though it will be removed in a later version.
  • Added UpdateExtraVariables method to modify Extra Variables at runtime.
  • Added ‘extraVars’, ‘nodeSprite’, and ‘dirty’ variables to NodeData.
  • Added buttons to expand/collapse window content to free space.
  • Added checkbox to disable the performance view when panning inside the VIDE Editor (Empty nodes when panning).
  • Inspector multi-object editing is now supported for VIDE_Assign component.
  • Updated exampleUI.cs and example1 scene with sprites and extraVars.
  • Updated documentation.
  • VIDE_Data’s methods and variables are now static and can be accessed from anywhere; instance no longer needed. You’ll have to update your scripts.
  • Renamed VIDE_Assign.dialogueName variable to VIDE_Assign.alias. You might have to set the names again for every VIDE_Assign component and update your scripts. This was a necessary change as ‘dialogueName’ was misleading.  

NOTE: The last 2 changes in the list will require you to make some changes on your VIDE_Assign components and manager scripts, keep this in mind when deciding whether to update or not.

  • When changing dialogueName to alias, the string field gets reset. You’ll have to input the custom name for any VIDE_Assign that was previously using the dialogueName variable.
  • You no longer need an instance of VIDE_Data in your script to access the contents. Now, whenever you are referring to a class, variable, or method inside VIDE_Data, you will type, for example, VIDE_Data.Next(). This change was made as to allow easy access to VIDE_Data without the need of referencing. You still need 1 VIDE_Data component in your scene.

 

Extra Variables replaces extraData, and you can modify them during runtime! Extra Data will still be available to use but will be removed in a later version.

Set default sprites from VIDE_Assign and node-specific sprites from each node. Sprites must be stored inside a Resources folder.

Remember to check out the updated Documentation and exampleUI.cs for reference. CrazyCap demo character is even crazier now!
Capsule_Wowed

The update should be available before this weekend.

Cheers 🙂

 

 

VIDE 1.1.3f2 is up

The update including a few fixes is up 🙂

Here’s the changelog:

  • Added OnNodeChange and OnEnd events to VIDE_Data
  • Completely refactored exampleUI.cs. It is now a better start point for new users
  • Fixed VIDE Editor not automatically opening newly-created dialogue
  • Fixed a case where VIDE Editor would not save when closing or losing focus
  • Fixed Action Nodes for methods that have no parameters
  • Fixed new dialogues not having a default start node of 0
  • Optimized nodes that are outside the visible canvas to improve VIDE Editor performance
  • Now you can threaten Charlie with the Mystical Rocket-Launcher (example1.scene)
  • Minor improvements
  • Updated API

Link to Asset

 

New version coming soon

Yesterday I submitted the new package to the Asset Store, it should be up by either Thursday or Friday (assumably).

Here’s the changelog for incoming version 1.1.3f2:

  • Added OnNodeChange and OnEnd events to VIDE_Data
  • Completely refactored exampleUI.cs. It is now a better start point for new users
  • Fixed VIDE Editor not automatically opening newly-created dialogue
  • Fixed a case where VIDE Editor would not save when closing or losing focus
  • Fixed Action Nodes for methods that have no parameters
  • Fixed new dialogues not having a default start node of 0
  • Optimized nodes that are outside the visible canvas to improve VIDE Editor performance
  • Now you can threaten Charlie with the Mystical Rocket-Launcher (example1.scene)

 

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