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GDK for Unity FPS Starter Project Alpha Release 0.2.0

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@zeroZshadow zeroZshadow released this 19 Mar 21:12
· 117 commits to master since this release
b788b82

This release of the FPS Starter Project is intended for use with the GDK for Unity Alpha Release 0.2.0. You'll find tweaks to the Deployment Launcher window, cosmetic upgrades to level tiles (including greater tile variations), as well as general improvements to world generation.

Keep giving us your feedback and/or suggestions! Check out our Discord, our forums, or here in the Github issues!

For more information, have a browse through our detailed release notes below! 🎉


Added

  • Tweaked the Deployment Launcher window:
    • Added ability to choose deployment region (US, EU).
    • Added ability to force-upload an assembly.
    • Automatically open the SpatialOS Console page for a launched deployment.
  • New way to control tile distribution and types in the world via TileTypeVolume component:
    • Create a collection of tile types with a TileTypeCollection asset (Assets > Create > Improbable > Tile Type Collection).
    • Place GameObjects with TileTypeVolume components into a prefab to control where to spawn those tiles in the world.
    • Specify the above TileTypeVolumes prefab to use inside MapBuilderSettings config object.
    • Specify a 'default' TileTypeCollection to use in the MapBuilderSettings to use if no volume found at a tile location.
    • Preexisting tile types: 'Default', 'Mountain', 'Residential', 'Structure', 'Tower', 'Wild'

Changed

  • Reduced fps_simulated_players_creation_interval from 60 to 5.
  • Disabled the Generate Map button in the MapBuilder window if MapBuilderSettings is not set.
  • The four middle tiles of the world are no longer forced to be of certain tile type.
  • World tile prefabs improved.
    • Now make use of nested prefabs.
    • Completely new set of default tiles used to populate the world.
  • Updated the build configuration asset.
  • Reduced the amount of health that gets regenerated.
  • Map generation is now asynchronous.

Fixed

  • Fixed a bug where the SimulatedPlayerCoordinatorWorkerConnector would throw errors, if you stopped the application while it was spawning more simulated players.