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@Elringus Elringus released this May 15, 2019 · 16 commits to master since this release

Target Unity version: 2019.1.2

WARNING: In case you're updating from a 1.5.x (or earlier) release and using an extension package (NaninovelLive2D, NaninovelSpriteDicing or NaninovelTMPro), please download and import the latest version of the extension package using the links above. When using a pre-release package, contact support for updated extension packages.

Changes:

  • [BREAKING] Actor position values in novel scripts are now expected in relative units (percents from either left or bottom borders of the screen), rather than local scene coordinates; eg @char Kohaku pos:25,50 will now position the character by 25% of the left and 50% of the bottom screen borders;
  • [BREAKING] LiteralMap, Vector2 and Vector3 containers has been removed from the available novel action parameter types to make the API and documentation more straightforward; list of pairs is now used instead of the map and vectors has been replaced with decimal lists;
  • [BREAKING] "CameraGlitch" special effect has been renamed to "DigitalGlitch", use @fx DigitalGlitch to activate the effect;
  • Implemented unlockable tips system (#26);
  • Implemented custom dissolve option for background transitions (#29);
  • It's now possible to assign multiple variables in one novel action by delimiting the expressions with ;, eg: @set foo="bar";bar=foo;
  • It's now possible to use a separate camera for rendering the UI, allowing to apply individual settings to the main camera and preventing the post-processing (image) effects from affecting the UI;
  • Added toggle parameter to the @camera action allowing to toggle custom components attached to the camera gameobject (#8);
  • Added an option to specify custom camera prefabs for the main and UI cameras;
  • Added snow special effect (#8);
  • "Shake" FX will now work until stopped when shake count parameter is 0 or less (#53);
  • "Roboto-Regular" is now used instead of Unity's default font in all the built-in UIs to handle WebGL limitation on accessing system fonts;
  • Fixed opening a backlog with hidden UI prevented showing the UI back (#54);
  • Fixed an issue of UI showing and immediately hiding again when clicking an area over the hide button on the control pane while the UI is hidden;
  • Fixed ShakeActor FX not restoring actor's initial position after completion;
  • Fixed some actor transformations ignoring default easing types set in the configuration menu.
Assets 2

@Elringus Elringus released this May 5, 2019 · 21 commits to master since this release

Target Unity version: 2019.1.1

Changes:

  • Fixed @char actions causing NotImplementedException under WebGL;
  • Fixed some resource assets not being included to the build;
  • Fixed .wav audio files ignored by local resource provider.
Assets 2

@Elringus Elringus released this Apr 28, 2019 · 39 commits to master since this release

Target Unity version: 2019.1.0

WARNING: In case you're updating from a 1.4.x (or earlier) release and using an extension package (NaninovelLive2D, NaninovelSpriteDicing or NaninovelTMPro), please download and import the latest version of the extension package using the links above. When using a pre-release package, contact support for updated extension packages.

Changes:

  • [BREAKING] Set expression format has changed: the expression should now always start with variable name followed by assignment operator =; eg, @set a+1 will no longer work, use @set a=a+1 instead;
  • [BREAKING] Double quotes (") are now used instead of single quotes (') in if and set expressions to distinguish string values from variable references; eg, @set a='Some string' will no longer work, use @set a="Some string" instead; single quotes are no longer used anywhere by the system, so it's safe to use them as is, without escaping;
  • It's now possible to use logical operators and functions from the System.Math, UnityEngine.Mathf namespaces and some additional ones (check "Script Expressions" guide for more info) in the script expressions (set/if expressions and injected expressions inside curly braces), eg @set score=Random(1,5), You're { score >= 4 ? "amazing!" : "not so bad." };
  • Added OnFloatVariabledChanged, OnIntVariableChanged and OnBoolVariableChanged events to the custom variable trigger script allowing it to be used in a variety of ways, eg to drive values of sliders, checkboxes, toggles, etc;
  • Added Play Script On Button Click component, allowing to execute an arbitrary novel script (or script text) when user clicks a button;
  • Added confirmation dialogues for actions that could lead to progress loss (#28);
  • Added an option to set typing SFX for the built-in revealable text printers (#50);
  • Added TintColor and ChangeTintColorAsync() to INovelActor interface and exposed them via tint parameter in @char and @back actions, allowing to change tint colors for characters and backgrounds (#49);
  • Added CalculateProgress() script expression function, allowing to track the game progress (amount of unique novel actions executed compared to the total actions count in all the available novel scripts) (#22);
  • Added TMProWide text printer (wide printer with TextMesh Pro support) to NaninovelTMPro extension package;
  • Implemented Speaker Highlight feature, allowing to automatically tint characters based on whether they're associated with the currently printed message (#49);
  • Implemented unlockable CG gallery feature (#13);
  • Implemented a tool to generate voiceover documents to be used with the auto voicing feature (#7);
  • An easing type can now be specified for all the modification actions (@char, @back, @camera, etc) via easing parameter; default easing type for each actor is controlled in the actor's manager configuration settings (#11);
  • A drop-down list will now be displayed instead of text input field for all the locale (language) selection properties in the configuration and utilities editor windows;
  • When modifying a global-scoped custom state variable, global game state will now be saved over the action's async execution and undo tasks;
  • Improved text printer revealing effect (it's now completely interpolated over time);
  • Fixed novel actions executed via development console ignoring conditional expression;
  • Fixed resource categories become orphaned after removing actor records via the config menus;
  • Fixed novel script parse issues when using tabs;
  • Fixed custom variable trigger ignoring case-insensitiveness of the variable names
  • Fixed revealable text printer incorrectly handling invisible (tag) characters (#52).
Assets 2

@Elringus Elringus released this Apr 23, 2019 · 40 commits to master since this release

Target Unity version: 2019.1.0

Changes:

  • Fixed missing font in the printer backlog UI (#51).
Assets 2

@Elringus Elringus released this Apr 16, 2019 · 40 commits to master since this release

Target Unity version: 2019.1.0

Changes:

  • Fixed compatibility issues with Unity 2019.1;
  • Fixed help buttons in the config menus using incorrect URLs;
  • Fixed labeled buttons missing selected state.
Assets 2

@Elringus Elringus released this Apr 9, 2019 · 70 commits to master since this release

Target Unity version: 2018.3.12

WARNING: Due to configuration system overhaul, old configuration assets won't work with the new release. If you have a previous version of the package installed, please delete Naninovel folder before importing the new package and re-setup the configuration assets.

In case you're updating from a 1.3.x (or earlier) release and using an extension package (NaninovelLive2D, NaninovelSpriteDicing or NaninovelTMPro), please download and import the latest version of the extension package using the links above.

Changes:

  • [BREAKING] Configuration system has been overhauled to improve in-editor performance and maintainability when updating the core package; old config assets are not compatible with the new system;
  • [BREAKING] All the instances of actor name in the API (including novel actions) are changed to actor ID for transparency and to prevent confusion with character display names; in novel scripts, make sure to use id instead of name when referencing an actor (eg, @back id:BackgroundId);
  • [BREAKING] There could be only one main background now; ID of the main background actor changed to MainBackground;
  • [BREAKING] Background resources are now grouped under corresponding actor IDs (the same way as characters); in case you've used to ignore resources manager menu and stored the background sprites under Resources/Backgrounds folder, please move them to Resources/Backgrounds/MainBackground or use the new background resources manager accessible with Naninovel -> Resources -> Backgrounds context menu;
  • [BREAKING] Custom state variables are now stored in local session-specific scope; when variable name starts with G_ (case-insensitive), it will be saved to the global scope instead;
  • [BREAKING] Character display names will no longer be retrieved from the managed text documents when under the default locale (only the value stored in the character metadata will be used); CharacterNames managed text documents can still be used to localize the display names for non-default locales;
  • Configuration assets are now stored outside of the core package folder and will no longer be lost when re-installing the engine package;
  • All the configuration editors now support undo/redo operations;
  • It's now possible to drag-drop multiple objects to the resources editor list to add them in batch; dropping a folder will attempt to add all the contained resources recursively;
  • Pressing enter (return) key on a focused record in the actors metadata list editor menu will now open meta editor for the actor and return (backspace) key will return back to the metadata list;
  • Start Game Script, Intro Movie and similar configuration properties now shows a drop-down list with available options (when any), rather than text input field;
  • Help buttons redirecting to the related web guide sections are now displayed in the configuration menus;
  • All the data automatically generated by the engine (config assets, save and settings files, resources info, etc) are now stored in NaninovelData folder under the application data folder (Assets project folder inside Unity editor); the name (and relative path) of that folder can be changed in the engine configuration;
  • A cancellable progress bar is now shown while processing Naninovel resources when building the player;
  • Exposed StateManager API to de-/serialize arbitrary objects with the game save slots, allowing users to integrate their state-full custom objects with the engine's save-load system;
  • NovelActionTag and NovelActionParameter properties renamed to ActionAlias and ActionParameter;
  • It's now possible to add custom UIs without scripting using ManagedUI component;
  • Added @showUI and @hideUI actions to show/hide custom managed UI prefabs; visibility of the managed UIs is now saved with the game state;
  • Added CustomVariableTrigger component allowing to invoke custom user-specified actions when a custom state variable is changed (#36);
  • Printer backlog will now be automatically cleared on game load and when returning to the title screen (can be disabled in the backlog prefab); added @clearBacklog novel action to clear the backlog (#43);
  • Added an option (to the engine configuration) to control whether to automatically show title screen UI (main menu) after engine initialization;
  • Added Initialization Script property to the scripts configuration menu allowing to automatically play a novel script after engine initialization;
  • Added Title Script property to the scripts configuration menu allowing to automatically play a novel script when showing the title screen UI (#37);
  • Added an option to provide avatar textures in the character configuration to be displayed in supported printers (#30);
  • Added new Wide and Chat text printers, with character avatars feature support (#32);
  • Added an option to set a specific render layer for gameobjects created by the engine via engine configuration menu; engine's camera will only render the specified render layer, when set (#27);
  • Added an option to render engine's objects and UI to a custom render texture, assignable via Camera configuration (#27);
  • Added an option to change render mode, camera and sorting offset for all the managed UI elements via UI configuration and UIManager engine service (#27);
  • Added an option to automatically play an intro/opening movie when the game starts (#31);
  • It's now possible to specify a custom button prefab and local position when using @choice actions (#33);
  • Added new ButtonArea choice handler that supports setting custom button positions (#33);
  • It's now possible to change continue input trigger object of all the built-in text printers;
  • Added set parameter to the @choice actions allowing to execute a set expression when user selects a choice (#44);
  • Removed Fonts directory with custom fonts from the package; Unity's built-in "Arial" font is now used in all the default UIs;
  • Fixed conditional expressions yielding wrong results in some cases (#35);
  • Fixed editor resources names lost when changing actor IDs (#42);
  • Fixed waiting for input indicator not showing up after game load (#41);
  • Fixed Unity's resolution dialog settings being ignored when initializing the engine;
  • Fixed @if actions not undoing set expressions when rewinding;
  • Fixed display names not being used in the backlog UI (#38);
  • Fixed managed text and localization documents generation under MacOS (#39).
Assets 2

@Elringus Elringus released this Mar 8, 2019 · 72 commits to master since this release

Target Unity version: 2018.3.7

Changes:

  • Fixed configuration assets not created automatically in Unity 2018.3.7f1.
Assets 2

@Elringus Elringus released this Feb 23, 2019 · 75 commits to master since this release

Target Unity version: 2018.3.6

Changes:

  • Underscore characters are now allowed in custom variable names;
  • Action parameter conversion errors during novel script parsing are now gracefully handled allowing to continue script execution when possible;
  • Fixed default sprite texture not loading when using injected variables to specify character name in @char action;
  • Fixed resources added via configuration menu missing in editor after loading a game state.
Assets 2

@Elringus Elringus released this Jan 28, 2019 · 97 commits to master since this release

Target Unity version: 2018.3.6

WARNING: In case you're using an extension package (NaninovelLive2D, NaninovelSpriteDicing or NaninovelTMPro), please update it after installing package with this release.

Changes:

  • It's now possible to inject custom state variables to novel script action parameters (#14);
  • Implemented novel script subroutines mechanism featuring @gosub and @return actions (#16);
  • Changed audio system: it's now possible to play multiple BGM tracks and control the audio parameters without affecting playback status; @bgm none will no longer work, use @stopBgm to stop all the currently played music tracks; see the updated API docs for @sfx and @bgm actions for details;
  • Improved object spawn and FX system: lifetime of the spawned objects and FX can now be controlled with @despawn and @stopfx actions, optimized object loading and instantiation performance (#15);
  • Novel actions can now be executed via development console at run-time (#18);
  • Added @input action and a IVariableInputUI built-in input form UI for assigning a custom state variable in-game (#20);
  • Added @camera action and open API to change and animate camera offset, zoom and rotation (#25);
  • Added "Rain" special effect (#8);
  • Added an option to set character display name to be used instead of the ID in text printers (can contain spaces and special characters) (#19);
  • Added an option to set character color to tint text printer messages and nameplates;
  • Auto voice clips can now be played back in the backlog UI (#5);
  • Nameless action parameters can now be declared with the parameter's field name;
  • @print action's text parameter is now nameless;
  • Line numbers now used instead of line indexes for the auto voice mapping;
  • Debug window (debug console command) will now show auto voice clip name for the last executed print action when "Auto Voicing" is enabled in the audio configuration;
  • Fixed a nullref exception when attempting to load a novel script that doesn't exist;
  • Fixed auto arrange task always invoking when adding new characters and ignoring "Auto Arrange On Add" character configuration property;
  • Z-position will now change instantly when using @char and @back actions to prevent sorting issues;
  • NovelActionParameter attribute now expects a property instead of field; all the existing action parameters changed to properties;
  • Action parameter parsing erros now handled gracefully, allowing to continue script execution when possible;
  • Fixed assignment expressions not supporting float (double) values;
  • Optimized GC allocations when parsing and executing novel actions.
Assets 2

@Elringus Elringus released this Jan 17, 2019 · 106 commits to master since this release

Target Unity version: 2018.3.3

WARNING: Due to some script names being changed, please delete Naninovel folder before importing the package with this release.

Changes:

  • Added TextMesh Pro support for the dialogue and fullscreen text printers (installed via a separate extension package);
  • Live2D integration has been overhauled: animator controller is now used to drive character appearance changes, added support for ubiquitous opacity fading and animated look direction control;
  • Diced sprite and Live2D character implementations are now distributed as separate extension packages and no longer require conditional compilation utility;
  • When goto parameter is not specified in @choice action, selecting the choice in game will continue script execution from the next line; this allows to skip creating a label in cases when you just want to advance to the next line after user picks up a choice;
  • Added an optional volume parameter for the @bgm action to control volume of the played music;
  • Added center value option to @char's look parameter;
  • It's now possible to re-bind key used to toggle development console (#9);
  • NovelText has been refactored into IRevealableText interface to allow multiple implementations;
  • Fixed an issue with text reveal effect affecting previously revealed parts of the text;
  • Built-in UI implementation prefabs have been renamed to better reflect their purpose;
  • Multiple assigns to a define key in novel scripts will no longer trigger warnings.
Assets 2
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