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Unity Asset - Corgi Engine - 2D + 2.5D Platformer v7.0

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Unity Asset - Corgi Engine - 2D + 2.5D Platformer v7.0

Requirement: Unity 5.3.5 or higher | File size: 298 MB

The Corgi Engine is the bestselling and most complete platformer solution for Unity.

It's built around a tight (non physics based controls) character controller that will give your game the best possible experience. It's very fast and works on desktop, mobile, and everywhere you want. Packed with features and constantly updated (50+ releases over the last 5 years), it's the best tool to create the 2D + 2.5D platformer or run & gun game you want!

What's New : v7.0

- Adds the roll ability, and an example of it on the RetroCorgi demo character. The roll ability will let you (optionally) dodge attacks, and acts like a grounded dash that follows slopes.
- Adds the MMSoundManager, a brand new sound manager packed with features and optimized for performance. It'll let you play/stop/pause/resume/manage sounds, with a massive amount of (optional) parameters. It comes with built-in pooling, audio mixer support, ready made tracks (master, music, sfx, UI), track controls to mute/pause/etc entire tracks, save and load mechanics, fades, solo mode, and a very pretty inspector.
- Adds the MMSoundManager Sound Feedback, that lets you play a sound with full control over its settings
- Adds the MMSoundManager Sound Control Feedback, which lets you play/pause/resume/stop/free a specific sound
- Adds the MMSoundManager Sound Fade Feedback, to fade a specific sound to a destination volume
- Adds the MMSoundManager Track Control Feedback, to play/pause/resume/stop/free an entire track at once
- Adds the MMSoundManager Track Fade Feedback, to fade an entire track to a destination volume
- Adds the MMSoundManager Save & Load Feedback, to save or load sound settings without a line of code
- Adds the MMSoundManager All Sounds Control Feedback, to control all sounds playing in the MMSoundManager at once
- Adds an example of procedurally generated levels using various tilemap grid generators. Adds an example of it in the RetroProcedural demo scene
- Adds MMFeedbackCorgiEngineFloatingText, that lets you display damage text from a Health component, and an example of that on the enemies in the RetroAI demo scene
- Adds reflective water in room 7 of the RetroVania demo scene
- Adds the MMInputExecution helper, a class used to store MMInputExecution bindings, associating a target keycode to UnityEvents
- Adds MMFaderDirectional, a new type of fader that slides a panel from or to the top/left/bottom/right
- Adds the MMAdditiveLoadingScreen, a new loading manager, that offers plenty of options and events for full customization
- Adds MMFaceDirection helper
- Adds AIActionReload and AIDecisionReloadNeeded, which will let your AIs interact with reload mechanics
- Adds MMFeedbacks v2.0, packed with a ton of new content
- Adds Inventory Engine v2.0
- Adds Nice Touch v1.5
- Adds new methods to the LevelManager to define what loading method to use, what loading scene, and what loading settings.
- Adds built-in support for additive scene loading to the LevelManager, and an example of it in the RetroProcedural demo scene
- Adds public init method to MMPath
- Adds an option to MMHealthBars to set an initial rotation to drawn bars
- Adds ForceFlipTowardsDirection option to CharacterWallJump, an option to force the character to face its jump direction without input
- Adds ForceAnchorToGroundOnExit option to the Ladder ability
- Adds a SetCanJumpStop(bool) method to CharacterJump, to prevent the current jump from being proportional (releasing won't cancel the jump/current momentum)
- Adds TimeSinceLastButtonDown and TimeSinceLastButtonUp to MMInput
- Adds Input Buffer Duration to the CharacterJump ability : if the character lands, and the jump button's been pressed during that InputBufferDuration, a new jump will be triggered, and an example of that on the Rectangle demo character
- Adds a new option to checkpoints to let them force themselves as the new checkpoint when encountered.
- Adds a new checkpoint mode to the LevelManager, to have checkpoints not be ordered only by position, but by their specific order ID. This allows for non linear level checkpoint layouts, great for metroidvanias.
- Adds options to AutoRespawn to bind an agent to one or more specific checkpoints
- Adds (optional) amount limitations to AutoRespawn, to define how many times an agent can respawn
- The Room system and points of entry can now be used together
- Adds a SetDamage(int) method to the Projectile class, letting you control or randomize its damage on spawn
- Adds (local) multiplayer support to the CharacterSwitchManager
- Adds options to WeaponAim and WeaponAutoAim to add slope orientation angles or not (and dynamically toggle these based on whether or not a target is locked or not)
- Adds an option to AIActionSwapBrain to pass the old brain's Target to the new one on swap
- Adds start/stop following debug buttons to both camera controllers
- Adds an example of an "enemy as a platform" in the MovingPlatfroms demo scene
- Adds ArrivedHereFeedback to the Teleporter class, a feedback triggered on a Teleporter when something teleports into it
- MMFPSCounter can now show instant fps, moving average, or both
- Adds options to the LevelSelector class to optionnally trigger save and fade
- Adds options to AIWalk, AIActionPatrol, AIActionFlyPatrol to reset position (or not) on revive
- The LoadingSceneManager is renamed to MMSceneLoadingManager
- CharacterHorizontalMovement's JustGotGrounded feedback check now ignores time spent static (on a ladder, gripping, on a ledge, etc).
- Improves a float comparison precision in the controller's CastRayToTheSides method
- Adds an extra sanity check to DamageOnTouch
- Adds a new, mandatory damage direction parameter to Health's Damage method
- The Character class now has an option to avoid performing sanity checks when updating animator parameters. Slight gain of performance, at the cost of having to make sure your animators have all the required animator parameters you need (you'll get warnings otherwise)
- AnimatorExtensions methods now use hashsets instead of lists
- Adds extra sanity checks to MMProgressBar's OnEnable
- Adds a new PointsOfEntry struct array to LevelManager, to replace the simple Transform array used previously. This allows to bind dedicated feedbacks for each PoE, to play when entering a level by a certain point. WARNING : all data will have to be setup again. The old array has been kept for convenience but will be removed in a future update.
- Improves the robustness of teleporters when dealing with multiple teleportees at once
- Unifies prefab use across all RetroAdventure scenes
- The LevelManager now instantiates the Player character(s) at the start of its Start routine (and not on Awake anymore). Updates a few other classes (CameraController, AIFollow...) to rely on events and not on Awake/Start to grab the Player.
- The DialogueZone class now exposes the DialogueBoxPrefab instead of loading it from Resources. WARNING : this will have to be manually set on all existing dialogue zones in your project. That'll be the first field under the Dialogue Look section. You can drag your own prefab into it, or use the one found at Common/Prefabs/GUI/DialogueBox
- Fixes a bug that could cause decisions to not reinitialize correctly on respawn on certain versions of Unity
- Fixes a comment typo in CharacterHorizontalMovement
- Fixes multiple bugs that could cause CharacterPersistence and points of entries to not behave as expected
- Fixes a bug that could cause a Teleporter to trigger its Activation feedback twice under certain activation conditions
- Fixes a bug that would cause the Character class to unnecessarily rename and parent custom camera targets.
- Fixes a bug that would cause incorrect weapon recoil parameters to be used in certain use cases.
- Fixes/unifies game manager settings across the RetroAdventure pre level flow
- Fixes a bug that would let a character wallcling to one way platforms in certain conditions
- Fixes a bug that would cause issues with fixedDeltaTime in MMTimeManager
- Fixes hardcoded Time.time in FloatController that would cause some of its modes to not work correctly when in unscaled time
- Fixes a bug that could prevent the CorgiController's safety boxcast to perform as expected on certain build targets
- Fixes a bug that would cause CharacterLedgeHang to not compute positions correctly when used on a split ability node
- Fixes a potential wrong health grab in CharacterAbility's OnEnable that could lead to issues on revive when splitting abilities across nodes
- Fixes a typo in a comment and tooltip in CharacterDash
- Fixes a bug that would cause ladder climbing to not detect ladder top correctly after swapping abilities multiple times.
- Fixes a typo in CharacterHorizontalMovement that would have the ground deceleration be set incorrectly if a separate deceleration in air was specified
- Unifies the scale of the Rectangle prefab and its parts
- Renames the CharacterPersistency ability to CharacterPersistence
- Adds Inventory Engine v2.0
- Adds MMFeedbacks v2.0
- Adds Nice Touch v1.5
- Updates package dependencies to their latest versions

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