This a guide that helps you upgrade to from v1.3.5 to v1.3.6.
If you have just recently started using the RTS Engine and haven’t made much progress in your current project, it’s recommended that you download the 1.3.6 version and start from scratch.
The 1.3.6 update deprecated the old unit, building and resource-related components and replaced them with more modular, easy to customize components that perform way better. This guide will walk through collecting your unit, building and resource prefabs attributes from v1.3.5 and converting them to become valid prefabs in v1.3.6:
- Make sure to backup your RTS Engine project in v1.3.5.
- Make sure that the unit, building and resource prefabs are placed under a path that ends with \Resources\Prefabs in your project.
- Open your RTS Engine project in v1.3.5, download the Attributes Collector package and import it into the project.
- Open one of the map scenes (some information from the manager components are required to complete this conversion).
- From the RTS Engine top-menu bar, click on Collect Attributes. This will go through all prefabs and collect their attributes into asset files (one asset file per prefab). The asset files that contain the prefabs’ attributes are located in the following path: Assets\RTS Engine Update Helper\Resources\Attributes\
- Select all the generated asset files and export them into a package.
- Remove the RTS Engine Update Helper folder from your project.
- Import the v1.3.6 update.
- Remove the following components if they are haven’t been already removed when the update is imported:
- Invisibility.cs – path: Assets\RTS Engine\Units\Scripts
- SelectionObj.cs – path: Assets\RTS Engine\Buildings\Scripts
- UnitEditor.cs – path: Assets\RTS Engine\Menu Editor\Editor
- BuildingEditor.cs – path: Assets\RTS Engine\Menu Editor\Editor
- Download the Attributes Converter package and import it into the project.
- Import the exported asset files that contain the prefabs attributes.
- From the RTS Engine top-menu bar, click on Convert Attributes. Assuming that the unit, building and resource prefabs are still in a path that ends with \Resources\Prefabs in your project, this process will convert the attributes included in the asset files into those prefabs.
There’s also a few more things that you need to set up manually:
- Go through all the map scenes and update the “All Buildings” list in the Building Placement’s inspector.
- Go through all the NPC (unit and building) Regulator asset files and reassign the building and unit prefabs.
- Go through all the building prefabs that include a Border component and reassign the building prefabs under their “Buildings In Border” array field.
- Go through the Faction Type Info asset files and reassign the building prefabs.
- The construction states and post-construction states for buildings will not be preserved using the above packages, therefore these will have to be manually reconfigured.