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Releases: Another-Axiom/GT_CustomMapExample

v6

31 Oct 17:03

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Custom Map Support

  • New Entity Setup tool accessible via Tools -> Setup Game Entities
  • New AI Agent Options
    • Attack behavior can now Tag players, Damage players (using the Ghost Reactor system), or send a Luau event
  • Revive Station from Ghost Reactor (usable with AI Agents that can damage the player)
  • New Game Mode options in Map Export Settings
    • Available Game Modes - specify up to 4 Game Modes available for your map
    • Default Game Mode - specify the default Game Mode for your map, will be auto-switched to when the map is loaded

Luau

  • LUAU Implementation Refactored to improve performance
  • Many new bindings now supported
    • GameObject:findComponent
    • ParticleSystem (play,stop,clear)
    • AudioSource (play, setVolume, setLoop, setPitch, setMinDistance, setMaxDistance)
    • Light (setColor, setIntensity, setRange)
    • Animator (setSpeed, startPlayback, stopPlayback, reset)
  • Target Player from built-in AI Agent behaviors now exposed to Luau

v5.1

19 Sep 23:48

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  • Updated README with new v5 functionality
  • Added some missing files to the Assets/GorillaTagAssets folder

v5

19 Sep 17:02

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v5

Custom Map Support

  • ‘GorillaTagAssets’ folder added with select assets from the game.
  • Grabbable Entities from Ghost Reactor now supported in VStump maps
  • AI Agent Improvements
    • Added playerHit event
    • Added attack behavior
  • Moving Platforms now supported in VStump Maps
  • Ropes and Ziplines now support custom prefabs for the segments by setting "Use Default Placeholder" to false
    • Ropes and Ziplines using this new functionality can utilize baked lighting
  • PlayAnimationTriggerSettings - new trigger type that allows you to specify a list of objects to play a specific animation state when triggered
  • Additional Bakery Lighting Mesh Components enabled
    • AlwaysRender, LightMesh, Sector, Volume, LightmapGroup, LightmapGroupSelector, PackAsSingleSquare
  • FIX: You can now put multiple triggers on one GameObject and it should work as expected (some trigger types only allow one instance per object)

LUAU

  • Print to Headset should now be working
  • Authoritative Platform Check support added
  • Local Bool Checks: 72hz Refresh Rate, Public/Private Lobby
  • Player & Physics
    • Apply velocity to players
    • Apply velocity to Rigid Bodies
    • Set Player Position
    • Raycasting binding
  • Objects
    • Object triggers can now trigger LUAU functions
    • Find game object via parent
    • Clone objects + delete cloned objects

Map Exporter updates

  • New functionality:
    • Map Export Settings (accessible via Project Settings or the Map Exporter window)
    • Map Exporter window with Map Validation tab
      • The Map Validation tab allows you to run validation logic on your map to find any potential errors or warnings that would be generated during export.
      • "Tools -> Validate Map" will run Map Validation and open the Map Validation tab on the Map Exporter window to show any errors or warnings
      • Map Export Settings now has options to disable the new hand holding feature
      • Maps can now set multiple scenes to be an "Initial Scene" and each of these will be loaded when the map is initially loaded
  • Changed functionality:
    • Moved "Scenes To Export" being pulled from BuildSettings to Map Export Settings
    • Moved Initial Scene settings from MapDescriptor to Map Export Settings
      • This includes Luau Gamemode settings, Return to VStump Watch settings, Max Players setting, and the initial UberShader Dynamic Lights settings
    • "Tools -> Export Map" no longer starts the export process immediately but instead opens up the Map Exporter window

Download the "v5_UpdatesOnly" .zip if you only want the changes since the previous version and intend on overwriting existing project content. Download the "v5" .zip if you want the full project with all provided assets and examples. Download the "v5_Minimal" .zip if you want only the necessary assets needed to create your own custom map.

v4.1

18 Jun 19:40

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v4.1 Update:

  • Updated GT_CustomMapSupportRuntime.dll

  • Updated GT_CustomMapSupportEditor.dll

  • Adjusted maximum length for Rope Swings

  • Added exporter validation for Rope Swing names, all must be unique

Download the "v4.1_UpdatesOnly" .zip if you only want the changes since the previous version and intend on overwriting existing project content. Download the "v4.1" .zip if you want the full project with all provided assets and examples. Download the "v4.1_Minimal" .zip if you want only the necessary assets needed to create your own custom map.

v4

13 Jun 17:04

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v4

v4 Update:

  • AI NavMesh support added
    • Note: Currently only works with Single-Scene maps.
    • LUAU scripting support as well
  • LUAU data can now be saved locally
  • New placeholders for:
    • Rope Swings
    • Ziplines
    • Store Display Stand
    • Store Checkout
    • Store Try-On Console
    • Store Try-On Area
  • Controller Inputs Support added
  • UberShader Dynamic Lights support added
  • Updated Lighting and Project settings so baked Unity lighting in the Example Project looks a lot closer to what you'll see when the map is loaded in GT.
    • The FunctionalityOverview scenes now have baked lighting included
  • MaxPlayers setting on MapDescriptor (this limits Public room sizes only)
  • Updated VStump Options Terminal with a Room Size option for Private Rooms
  • Exporter now looks at Win64 and Android (lowercase) from Win64 and Android (uppercase)
    • This should make things easier for Mac and Linux users
  • New bool on LUAU player class isInVStump
    • TRUE when that player is inside the Virtual Stump, FALSE when they're not.
  • Additional white-listed Unity Elements
    • Hinge Joints
    • Constant Force
    • NavMesh
    • NavMesh Agent
  • Game will now restore initial GameObject state when Luau stops
  • Output to headset is now enabled
  • Bug Fixes
    • LUAU Scripts should no longer randomly crash Master Clients
    • Fixed an issue that sometimes caused users to not see the terminal display when someone else was in control of the terminal
    • Fixed an issue where a map would show up as “none” after a user with terminal control leaves and rejoins
    • Fixed an issue where Loading subsequent LUAU maps would break LUAU scripts in all subsequent maps.
    • Fixed an issue that caused LUAU scripts to not persist between sessions

Download the "v4_UpdatesOnly" .zip if you only want the changes since the previous version and intend on overwriting existing project content. Download the "v4" .zip if you want the full project with all provided assets and examples. Download the "v4_Minimal" .zip if you want only the necessary assets needed to create your own custom map.

v3

18 Apr 17:10

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v3

v3 update:

Custom Map Support

  • New example map that utilizes most Custom Map Support functionality with in-editor notes about implementation - check out FunctionalityOverview_StartingZone, OceanZone, and ScriptsZone
    • The plan is for this map to be continually updated as we add new functionality, the old ExampleMap scenes have been moved to a "Deprecated" folder, and will not be updated further
  • Wearable “Return to Virtual Stump” watch button added with the following options for Map Makers:
    • Customize the duration the player must hold the button
    • Set if the player should be removed from their current public lobby if they use it
    • Set if the player should be tagged if they use it
    • Override the above options specifically for the Infection and Custom Gamemodes if you want to use different options for different Gamemodes.
  • Free Use Music Added to Example Map Project
    • 22 Free-Use songs have been added to the Example Map Project.
  • The Forest map is now available in GT_CustomMapExample Assets/Scenes/GorillaTagMaps/Forest.unity
  • Uber Shader + Zone Shader Settings
    • Check out the FunctionalityOverview scenes for examples and more info on how these are used.
  • You can now decorate the Virtual Stump
    • Logic added to the Custom Map Loader to prevent maps loading objects with collision into the Virtual Stump
    • Warning added to Exporter for Objects with Collision inside the Virtual Stump
    • Added Virtual Stump Collision Validation Tool - Use this to check that colliders in your map aren't overlapping with the Virtual Stump prior to exporting your map. Tools -> Check Colliders
  • ATM Prefab added
    • Includes a default Creator Code setting
  • Hoverboard Support
    • HoverboardArea → where hoverboards are allowed
    • HoverboardDispenser → this will spawn hoverboards, but will only function if inside a HoverboardArea
      • If a Hoverboard is taken outside the HoverboardArea, it will disappear. If a Hoverboard is thrown outside the HoverboardArea, it won't disappear, but it won't be usable
  • ExitButton Placeholder added
    • New EjectType can be set to ExitVStump or ReturnToVStump
  • White-Listed Unity Components
    • RigidBody, TrailRenderer, LineRenderer, LensFlareComponentSRP, and Halo
    • Cameras and Render Textures
  • HandHold Script (Grab Points)
  • GTObjectPlaceholder Updates
    • ForceVolume, GliderWindVolume, and WaterVolume now allow for custom colliders
    • ForceVolume can now specify custom SFX
  • TriggerSettings has a new option called OnEnableTriggerDelay that is useful when setting up overlapping triggers
  • Map Loading: Progress is now more accurately shown on screen, and loading speed improved a bit
  • Notable Fixes
    • Fix LoadZoneTriggers sometimes not working
    • Fix ZoneShaderSettings groundFogHeight not initializing correctly
    • Fix ZoneShaderSettings defaultValues not working as expected
  • Clip Plane increased to 2500
  • Custom Map Bounds increased from +/-1000 to +/-2000 on all axis's

LUAU

  • New Tools for Coders
    • Live Reloading scripts now possible
    • Log Output in game enabled
  • New Bindings
    • GameObject setActive(bool)
    • GameObject setText(string)
      • Only works if that GameObject contains a TextMesh or TextMeshPro Component.
    • New Luau event taggedByEnvironment
      • When someone is "Tagged" by pressing the watch button, a TagZone, or a MapBoundary: taggedByEnvironment is emitted with a nil parameter.
        • It indicates that the local player has been tagged, the event itself is not synced, so any networking will need to be done manually in Luau.
  • Fixes
    • Fixed Issue with sending players over events causing "Ghost" players in table.
    • Fixed Issue with game objects drifting. ( seems to vary by map and parent game objects etc)
    • Fixed Issue with crashing when a player leaves / gets kicked.
    • A couple more random bug fixes and crashes
  • Team Tag LUAU game mode example added to the example map Repo

Download the "v3_UpdatesOnly" .zip if you only want the changes since the previous version and intend on overwriting existing project content. Download the "v3" .zip if you want the full project with all provided assets and examples. Download the "v3_Minimal" .zip if you want only the necessary assets needed to create your own custom map.

v2

24 Jan 18:02

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v2

v2 update:

  • Custom scripts now supported with LuaU
  • TriggerSettings have been adjusted to allow for Hands or Body/Head
  • Added Object Activation Triggers
  • Added Loading Zones to allow for multiple scenes in a map
  • Added over 100 new textures from GorillaTag to use in Custom Maps

Download the "UpdatesOnly" .zip if you only want the changes since the previous version and intend on overwriting existing project content. Download the entire Source Code .zip if you want the full project.

v1.2

23 Oct 15:30

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Updated CustomMapSupport.dlls

  • SpriteRenderer, BillboardRenderer, and ParticleSystemRenderer components should no longer cause GameObjects to be deleted prior to export
  • ProBuilderShape components will be stripped out of the exported scene prior to export and should no longer cause GameObjects to be deleted prior to export

v1.1

18 Oct 16:37

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Updated GT_CustomMapSupportRuntime.dll to fix MapDescriptor errors

v1.0 (broken)

17 Oct 20:18

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Bugfixes:

  • Removed unnecessary BoxCollider component from ForceVolumePlaceholder_Variant prefab on the Cube preview mesh
  • Removed X offest value on the WaterVolumePlaceholder_Variant PreviewMesh
    Cleanup:
  • Removed empty Assets/Prefabs/Exported folder
  • Renamed and moved default skybox material and prefab. These are now located at Assets/Materials/DefaultSkybox.mat and Assets/MapPrefabs/DefaultSkybox.prefab
  • Removed the now empty Assets/Resources folder
    Updated GT_CustomMapSupport DLLs include
  • Several new warning dialogs to warn about various map export issues
  • Several new Skybox export related options for better customization
  • New parameter on GliderPlaceholder called "Max Distance Before Respawn" which allows for customizing how far players can take the gliders away for their spawn points