I should not say this every time, but:
PLEASE ALWAYS BACKUP YOUR PROJECTS BEFORE UPDATING ANYTHING - REALLY - BACKUP YOUR PROJECTS
If your project’s older version falls in any of the following sections (eg. “1.2.4” or “1.2.6”) and also meets their conditions, please follow the relative instructions for each section.
Otherwise you can just import the new version in your project (or perform a “clean import” by deleting its folder before importing the new version).
Enjoy the new version!
From version 1.3.0, the plugin has introduced Disappearance Effects and also Assembly Definition Files.
Since it’s a substantial update which also changes the folders structure, you have to perform a clean install in order to prevent an erroneous import by the package manager.
In other words, you must delete the plugin folders, and then import it again.
No worries, you will not loose your custom effects and you will be able to use the plugin better than before.
P.S. Based on your project configuration, you might need to reference TextAnimator’s assembly in your project’s one.
From version 1.2.9, the way to create custom effects (via #C) has changed.
👍🏻 If you didn’t write any custom effect class via c#, you can update as usual and skip this part.
As you know, to create custom effects via c# you previously had to manually assign the classes to a script, and do it for every update.
Now TextAnimator will recognize custom effects (C#) automatically, and their creation is also way easier and faster.
From version 1.2.7 “features” are now called “actions” and their implementation API has been improved.
If you had created any custom action, please:
What changes: Since version 1.2.5 events are case sensitive.
What to do: Please assure that the scripts that are listening to message events match the ones written in the text.
Example: If you had a message event with
<?camShake> but had a switch case for “
camshake”, it would now fail. Please turn the event lowercase, or the “switch” case sensitive.
👍🏻 If you have only lowercase events in your text, you can skip this section and you don’t need to do anything.
P.S. A suggestion to speed up the check: You can just assure that events in your texts are all lowercase. If they are, everything will work as it did before (since presumibely the “switch” cases in your scripts were lower case as well).
(i.e. your projects contains the “
TAnimSoundWriter” script) What changes: custom Editor Attributes have been moved to a different namespace. What to do: Import the now-updated extra package. (it basically replaces
Attributes.MinValue(0) in TAnimSoundWriter.cs)
That’s it, have fun with a newer version of TextAnimator!
I’m always available if you need more help with updating.