Hello 5.3. Goodbye 4.x

I have been steadily working on a new, updated version of the Clean Sci Fi asset pack. I’ve found that coming in to work an hour early each day when it is nice and quiet is the best time to try and move forward on this.

I solved the First Person Controller issue by simply making my own. It behaves properly, unlike the Unity Standard Assets version. If the elevator prefab was rotated in any way it would throw off the Unity 5 version when the player was parented to it. I couldn’t see a way of solving it after much experimentation. I came to the conclusion that I needed to simply supply my own.
People using Ultimate FPS (UFPS) have not previously reported any issue so I assume that controller works just fine. If you have a different experience please let me know.

So I was steadily working towards a new version and I began the long process of switching (where possible) to the Standard PBR shader for materials. However I suddenly got an email from Unity telling me that my asset was going to be auto-deprecated because it contained Unityscript. I had to abandon the work on shaders and materials to quickly release a version (Unity 5.3) without the troublesome Unityscript.

Lucky for me the Unity team have approved it very quickly (a matter of days instead of weeks) so it is back in the store.
I will now continue work on the switch to Unity PBR.


Made with Mice is owned and run by experienced 3D artist Simon Cooper. Simon's career has spanned many years and several disciplines within the visual arts; including theatre set design, graphic design, photography, web design, film and games art production. The majority of his time over the last decade has been spent in video game art production; encompassing animation, environments, character design, user interface and full motion video production. His most recent work in games was with Curve Studios Ltd., in Islington, where he worked as Lead Artist on several Buzz! titles for Sony Entertainment Europe on the PSP platform. His last project with Curve was as Lead Artist on their own IP, entitled Explodemon - released through the Playstation Network early in 2011. Now he is working freelance to exploit the depth of his knowledge for the benefit of his clients.

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