Recent Releases of reactive-mise-en-scene

reactive-mise-en-scene - Reactive Mise-en-scène 2 beta 2

This is a relatively stable beta for the next version of Reactive Mise-en-scène (possible name change pending also).

This release moves from the fixed thresholds of attention state (offscreen, onscreen, attended, focused) with discrete values to a continuous value-based system. You can still set breakpoints/thresholds for actions in new attention behaviours (see the example scripts included), but this release is a breaking change from the first release, with the hopes of enabling more subtle and dynamic attention-based effects.

The prefab loader has also been rewritten to provide a slot per tendency. This improves clarity (knowing what prefab is loaded for each tendency) and also does away with the need for all prefabs to be loaded to have either an attention tracker (formerly focus) component or an unreactive object tags component. You can now load any arbitrary prefab without a bunch of extra components, which should improve workflow.

Ideally you want to use this with URP or HDRP renderers. The demo setup provided is in URP but should be easy to convert to HDRP. Built-in renderer works with the basic attention stuff, but some examples like crossfading textures rely on shader graph so will not work with the old renderer.

This is a beta release, so expect bugs, and again it is a breaking change from the last one. Documentation in the Wiki is mostly no longer relevant, and will be rewritten in due course, along with a video or two explaining the new approach to the system.

Raise issues with bugs please!

- C#
Published by lukeskt over 3 years ago

reactive-mise-en-scene - Reactive Mise-en-scène Unity Plugin v1.0.0-rc2

Made some improvements to how renderer mesh bounds are acquired, and set the layermask in linecast for line of sight check to be the layermask specified in the Unity editor. This allows you to set other objects in the way to other layers, e.g. IgnoreRaycast for invisible walls etc., or allow multiple layers on a given object, so that an object's line of sight detection is more flexible to design needs.

- C#
Published by lukeskt almost 4 years ago

reactive-mise-en-scene - Reactive Mise-en-scène Unity Plugin v1.0.0-rc1

First release candidate of v1.0.0 of the Reactive Mise-en-scène Unity plugin.

Repository is now public!

Reactive colour switcher now works across all 3 renderers (standard, urp, hdrp).

All core functionality described in the wiki should be working.

- C#
Published by lukeskt almost 4 years ago

reactive-mise-en-scene - Reactive Mise-en-scène Unity Plugin v0.9.9-rc5

Minor fixes to some missed renames in custom editors.

- C#
Published by lukeskt almost 4 years ago

reactive-mise-en-scene - Reactive Mise-en-scène Unity Plugin v0.9.9-rc4

Release candidate 4. Minor bug fixes and renaming of some components for clarity of purpose.

Please note this comes with two dependencies included:

  • Text Mesh Pro
  • Input System First Person Character (https://github.com/lukeskt/InputSystemFirstPersonCharacter

These enable elements of the demo scene, which explains how to use different parts of the plugin.

- C#
Published by lukeskt almost 4 years ago

reactive-mise-en-scene - Reactive Mise-en-scène Unity Plugin v0.9.9-rc2

Release candidate 2. All core functionality implemented and various bugs resolved.

Please note this comes with two dependencies included:

  • Text Mesh Pro
  • Input System First Person Character (https://github.com/lukeskt/InputSystemFirstPersonCharacter - my implementation of a first person character controller using the new input system)

These enable elements of the demo scene, which explains how to use different parts of the plugin.

- C#
Published by lukeskt about 4 years ago

reactive-mise-en-scene - Reactive Mise-en-scène Unity Plugin v0.9.6 RC1

This release is a significant revision of the plugin, which solves some long-standing issues and is close to production-ready.

The Focus system has been overhauled and simplified to send messages on state change and state stay, which are then designed to be interpreted by scripts inheriting from the abstract FocusReactiveBehaviour class.

The loader system has been simplified to LoadPrefab, which allows for loading of arbitrary prefabs based on tendencies.

It is recommended that you read the documentation and watch the tutorial videos.

- C#
Published by lukeskt about 4 years ago

reactive-mise-en-scene - Reactive Mise-en-scène Unity Plugin v0.7.0-beta.1

Initial release of the baseline functionality of the plugin.

Demo scene still being built but core is there.

Some dependencies and issues may still exist.

- C#
Published by lukeskt over 4 years ago