ver 2.0.0 release


Updated content

  • Arbor Editor
    • Add : Add calculaltor node.
    • Add: corresponding to be able to hold the Vector2 in ParameterContainer.
    • Add: corresponding to be able to hold the Vector3 in ParameterContainer.
    • Add: corresponding to be able to hold a Quaternion in ParameterContainer.
    • Add: corresponding to be able to hold the Rect in ParameterContainer.
    • Add: corresponding to be able to hold the Bounds in ParameterContainer.
    • Add: corresponding to be able to hold the Transform in ParameterContainer.
    • Add: corresponding to be able to hold the RectTransform in ParameterContainer.
    • Add: corresponding to be able to hold the Rigidbody in ParameterContainer.
    • Add: corresponding to be able to hold the Rigidbody2D in ParameterContainer.
  • Built in Behaviour
    • Add : Transition/Physics/RaycastTransition
    • Add : Transition/Physics2D/Raycast2DTransition
    • Add : Transition/CalculatorTransition
    • Add: Add the output of GameObject generated in InstantiateGameObject
    • Add: Add the output of the other Collision hitting the OnCollisionEnterTransition
    • Add: Add the output of the other Collision hitting the OnCollisionExitTransition
    • Add: Add the output of the other Collision hitting the OnCollisionStayTransition
    • Add: Add the output of the other Collider, which hit the OnTriggerEnterTransition
    • Add: Add the output of the other Collider, which hit the OnTriggerExitTransition
    • Add: Add the output of the other Collider, which hit the OnTriggerStayTransition
    • Add: Add the output of the other Collision2D hitting the OnCollisionEnter2DTransition
    • Add: Add the output of the other Collision2D hitting the OnCollisionExit2DTransition
    • Add: Add the output of the other Collision2D hitting the OnCollisionStayT2Dransition
    • Add: Add the output of the other Collider2D hitting the OnTriggerEnter2DTransition
    • Add: Add the output of the other Collider2D hitting the OnTriggerExit2DTransition
    • Add: Add the output of the other Collider2D hitting the OnTriggerStayT2Dransition
    • Change: AgentEscape the corresponding to FlexibleTransform.
    • Change: AgentFllow the corresponding to FlexibleTransform.
    • Change: PlaySoundAtPoint the corresponding to FlexibleTransform.
    • Change: InstantiateGameObject the corresponding to FlexibleTransform.
    • Change: LookAtGameObject the corresponding to FlexibleTransform.
    • Change: AddForceRigidbody the corresponding to FlexibleRigidbody.
    • Change: AddVelocityRigidbody the corresponding to FlexibleRigidbody.
    • Change: SetVelocityRigidbody the corresponding to FlexibleRigidbody.
    • Change: AddForceRigidbody2D the corresponding to FlexibleRigidbody2D.
    • Change: AddVelocityRigidbody2D the corresponding to FlexibleRigidbody2D.
    • Change: SetVelocityRigidbody2D the corresponding to FlexibleRigidbody2D.
  • Built in Calculator
    • Add: Calculator additional Bool
    • Add: Calculator additional Bounds
    • Add: Calculator additional Collider
    • Add: Calculator additional Collider2D
    • Add: Calculator additional Collision
    • Add: Calculator additional Collision2D
    • Add: Calculator additional Component
    • Add: Calculator additional Float
    • Add: Calculator additional Int
    • Add: Calculator additional Mathf
    • Add: Calculator additional Quaternion
    • Add: Calculator additional RaycastHit
    • Add: Calculator additional RaycastHit2D
    • Add: Calculator additional Rect
    • Add: Calculator additional RectTransform
    • Add: Calculator additional Rigidbody
    • Add: Calculator additional Rigidbody2D
    • Add: Calculator additional Transform
    • Add: Calculator additional Vector2
    • Add: Calculator additional Vector3
  • Scripts
    • Add: FlexibleBounds implementation
    • Add: FlexibleQuaternion implementation
    • Add: FlexibleRect implementation
    • Add: FlexibleRectTransform implementation
    • Add: FlexibleRigidbody implementation
    • Add: FlexibleRigidbody2D implementation
    • Add: FlexibleTransform implementation
    • Add: FlexibleVector2 implementation
    • Add: FlexibleVector3 implementation

AssetStore

(The Arbor 1.x has become a separate package.The Arbor 1.x who purchased I can upgrade for $ 10)

How to Update

  1. Please be sure to make a backup of the project before the update.
  2. Just in case, we will leave to create a new scene from the menu of the File> New Scene.
  3. Already Removed Arbor folder that have been imported.
  4. Import Arbor.

For calculator node

Added input and output and operation can function parameters between nodes on ArborEditor.
With this feature, you can transition by the speed of the collision partner, it is or subjected to a specific processing to the generated GameObject you will be able to easily in on ArborEditor.

Arbor進捗7Examples of transition by the relative speed of the collision opponent.