• Happy Holidays Guest!

    We want to announce that we will be working at reduced staffing for the holidays. Specifically Monday the 23rd until Jan 2nd.

    This will affect approval queue times and responses to support tickets. Please adjust your plans accordingly and enjoy yourselves this holiday season!

  • Hi Guest!

    Please be aware that we have released a critical security patch for VaM. We strongly recommend updating to version 1.22.0.7 using the VaM_Updater found in your installation folder.

    Details about the security patch can be found here.
I noticed that the plugin failed to even initialise ("Unable to find CustomUnityAssetLoader to register callback to.") when I parented some CUAs to other objects. Hopefully, that's fixed now. Not that I totally understand the code that I had to write for it (or, actually, the VaM internals of parented atoms, for that matter), but it works...
And another Argh... left a debug print in the code that would dump the structure to the info console on startup. Gone now. The plugin should stay quiet ... unless you want it to say something...
Argh, a minor bug that did not properly remove "(Clone)" from a game object name slipped through the quality assurance process ;-) Fixed now.
Added a big timesaver in that hovering over a toggle will now hilight the 3D object in question and its bounding box.
(Yes, I know, the other way would be even better, but there are a lot of complex technicalities that make that not such a straightforward problem to tackle)
Thanks to @cmramlow for finding and sharing a CUA that had "unfortunate" (=bad) naming conventions, using the same names for multiple GameObjects which confused the plugin. Fixed now. All GameObject names will get a unique identifier prefix (also a bit of a hierarchy ID), so there should be no more problems anymore. Also, there should be almost no need to change anything in your scenes - the plugin should be able to read old configurations and still apply them. And when you save the scene, the new naming conventions will be applied.
However, if you used GameObject IDs in actions (e.g., in my demo scene where buttons toggle GameObjects/Renderers/Colliders on/off) those will break and will need to be edited.
BREAKING CHANGES!!! See below - You need to edit your scenes!!!

Update to v1.1 (var.3) by working through quite some items in the ToDo list:
  • Added audio sources as type
  • Moved destruction UI elements a bit + set to red
  • Fixed the bug (hopefully) that a type filter change leads to an empty UI
  • Fixed that ugly type enumeration/index code
  • Restructured source directory and license as MacGruber_Utils came on board for the "filter by name" function. THIS IS A BREAKING CHANGE, but not critical because you can:
    • Either reload the script (problem: you will lose all settings) or
    • Edit the scene JSON and rename all
      "HAL9001.CUA_Editor.2:/Custom/Scripts/HAL9001/CUA_Editor.cs"
      to
      "HAL9001.CUA_Editor.3:/Custom/Scripts/HAL9001/CUA_Editor/CUA_Editor.cslist"
  • Also, change of the license to CC-BY-SA
  • Added filter by name (yay!!!!!)
  • Added output to clipboard when printing the structure
  • Added functions to save/restore configuration to/from clipboard. Why? Because...
  • ...when you reload/change the CUA, the script will immediately re-scan and lose all changes. So if you are planning of switching the CUA, save the configuration to clipboard, fiddle around, and when you have decided, restore the configuration (if that is possible, e.g., when the element names in the CUA have changed)
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