Release notes for update 2.5.32

V194 (2020.02.27):

  • Ability to edit colliders of game objects.
  • New opportunities for working with classes.
  • Some optimizations.
  • Exporting projects are now done to Unity 2019 (Unity 2019.2.12f1).
  • Bug fixes.

Download for the all platforms: https://www.getready.io/download

Windows (32 bit): https://www.dropbox.com/s/zzz10x18tt49tv4/ReadySetup(32bit).zip?dl=0

5 Likes

Great update @Ready!

Great job :clap:

3 Likes

Thanks! :slightly_smiling_face: :+1:

4 Likes

Great addition of adjustable collision mask size and location.

4 Likes

I’ve coded and looked thru the classes blocks.
I can’t see any differences with the classes and class code blocks. They look the same as they have been for months.
Please tell me if there’s anything new or different regarding classes.
@Ready
@auntiel

3 Likes

Hi @Suzzy-Grey !Yes, sure! Now you can use the “Affected” and “Select Instance” in action. For instance:

All Object In Class "Player"/Counter/Set Value/1

AND

All Object In Class "Enemy"/Counter/Set Value/1

DO

Affected Object In Class "Enemy"/Angle/Face To Object/Affected Object In Class "Player"
4 Likes

It’s great that a sprite can now point towards an affected class member/clone.
All 4 hats are affected class members and the rocket stays facing the first affected class member.
Just a fun experiment to see if the rocket would try to face all 4 affected class members at once.

I wonder what would happen if the first affected class member clone was destroyed.
Would the rocket face the 2nd affected class member? or the closest affected class member?

3 Likes

Most likely the rocket will move to the first clone :slightly_smiling_face:. After removal to the second, etc. Therefore, to better select objects in a class, it is to use the “Select Instance” action. (When using multiple conditions for a class in an event)

4 Likes