In order to give people a chance to try out VIDE’s core features, I’ll be working on a free lite version of the asset.
2.0 establishes the change from free to paid. It has significant changes that will impact old users. Please read further to know how to safely update to 2.0.
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 🙂
I’m actually gonna get rid of the Editor Tools window and put everything into a toolbar before uploading. YOLO
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!
The update should be available before this weekend.
I’ve been working on a big update.
It includes Action nodes as a new type of node. Action nodes will add much more dynamic to the dialogues you create by easily calling methods from your scripts.
Also, new features and fixes coming along with the update.
I’m looking forward to uploading for approval during the weekend. It gotta go through some testing first.