Changelog¶
What changed in each release, newest first. This page is kept online so it is always current.
The version you installed also ships a CHANGELOG.txt next to the manual.
Each release opens with what it costs you to take it. For the steps, see Updating.
1.1.0¶
Before you import
Delete Assets/CreativeSpore/MassiveSwarmSystem first. This one release needs it, because
several folders moved. Later updates import in place.
How to update
Breaking¶
- The VAT tools moved to
Assets/CreativeSpore/VatAnimator, with their own assemblies and namespace. Your baked assets and materials are unaffected, because Unity links them by GUID. Only your own C# needs itsusinglines updated. The old and new type names MonoSingleton<T>and three other shared types moved toAssets/CreativeSpore/Common, in theCreativeSpore.Commonnamespace. A manager you derived fromMonoSingleton<T>needsusing CreativeSpore.Common;. Scripts with their own assembly definition need a reference toCreativeSpore.Common, or they stop with error CS0012.SwarmObjectCompatisUnityObjectCompatnow, and itsGetObjectIdreturns aulong. The old and new names and Assembly definitions- The demo samples split into
Samples/Shared,Samples/EgyptandSamples/Templates, one folder per job instead of oneFullDemofor everything. Scene names did not change, only their folder. Samples and cleanup - The Behavior Profile's Out-of-Sight Fallback block moved to the new Perception Profile asset, where it is called Following The Crowd, and Sight Distance went with it as Range in that profile's Sight section. A project that left the block switched off, which is how 1.0 shipped it, plays as it did, apart from the off-camera turning fix under Fixed. What moved where
- The six Movement Profile fields that vary per agent (Max Speed, Max Acceleration,
Braking Acceleration, Steering Response, Max Turn Speed, Max Turn Acceleration)
are no longer Particle System MinMaxCurves. They are
SwarmAgentValue, with modes called Fixed, Range, Curve and Band, and your profiles load with every value intact. Code that reads those six properties gets aSwarmAgentValuenow, withEvaluate,GetRangeandRepresentativein place of what you called on the MinMaxCurve. Curve Multiplier is gone and the curve holds the real values: the first time the editor opens your project it multiplies each curve's keys by its old multiplier, so every agent gets the value it got in 1.0. Per-agent values - Agents with more than one varying field get linked values, because the new Shared roll is the default for every field. Each field keeps the spread it had; what changes is which agent gets which value. Click the link icon beside a field to make it roll on its own, as it did in 1.0. The agent roll
- The four Attack Profile times can differ per agent too, and they have new names: Swing Windup
Seconds is Swing Windup, Swing Recovery Seconds is Swing Recovery, Swing
Cooldown Seconds is Swing Cooldown, and Contact Interval is Contact Hit Interval.
Your tuned times carry over: the first time the editor opens your project it copies each one
into its new field and logs how many profiles it updated, Attack and Movement Profiles
counted together. Code reads
SwingWindup,SwingRecovery,SwingCooldownandContactHitIntervalnow, each aSwarmAgentValue. Attack Profile
Added¶
- Agents that have to notice you first. An archetype can carry a Perception Profile, and its agents then idle until they see, hear, feel or are told about a target, chase what they noticed, walk to the spot where they last had it, and go back to idling when they lose it. An archetype with no profile behaves as it did in 1.0, apart from the turning fix below. Perception
- Swarm Noise Emitter, a component for the gunshot, the alarm or the bottle down the alley. Agents nearby hear it and come looking, and walls can quieten it or stop it. Making a noise
- Shooting an agent makes it notice you. A hit now carries whoever fired it, and the agent it lands on turns on that attacker instead of only flinching at it. A tickbox on Swarm Agent Combat Target, on by default, and it does nothing in a scene with no perception in it. Combat integration
- A fifth demo scene, MSS Zombie City, built around perception: a street of sleeping zombies that wake to what they see and hear. The survivor walks, and sprints on a stamina bar that runs out. Sample scenes
- Twin-stick aim and fire for the player, as a second ready-made input source and a player weapon to go with the auto-turret one. Input integration
- You can see what perception is doing. The Perception Profile inspector draws the sight cone where you set it, and the Swarm Debug window adds Scene view layers for what each agent knows, its sight range and cone, where a searching agent is walking, and who just called out. Debugging
- A baked VAT prefab animates on its own. Drop one into a scene with no swarm in it, press Play, and it plays. You write no code for this, and a prefab a swarm owns is still driven by the swarm. Animation
- Zombie City has a new zombie: a dedicated character that shambles, claws when you get close, falls when it dies and bleeds instead of bursting into the Egypt demo's magic. Most of the horde walks slowly and about a fifth runs. Sample scenes
- Zombie City's fences stop zombies and the player but let bullets through. They sit on a new layer 9, which Configure Demo Project now names Low Obstacle. Sample scenes
- Doors, barricades, and pushed props. A Swarm Flow Modifier closes or adds cost to a box of cells in the baked Surface Flow Field at runtime, with no rebake. Pair it with a Swarm Breakable to let the swarm fight through it, or a Swarm Pushable to let the swarm, and the player, shove it aside. Agents battering a door keep going until it breaks or they lose the target for good. A shoved prop moves agents out of its way, and enough of them leaning on it hold it still. Zombie City has doors, barricades across three alleys, and bins. Doors and Barricades
- The crowd, not just the front rank, wears a door down. Every agent bunched up against a Swarm Breakable, not only the one or two close enough to swing, adds Crowd Pressure Per Agent to its health every second. Strike Damage Scale can turn individual hits off entirely, so a fence gives way only to that weight and nothing else. A hit or a break can also call for backup: agents with no target of their own walk toward the noise, and a siege with nobody left who ever saw the target runs down on its own instead of lasting forever. Breakable Obstacles
- Agents can die on screen. The VAT Baker has an optional Death clip slot, and an agent that dies with a dissolve plays it, lies still on its last frame, then fades. Without a death clip, death looks as it did in 1.0. Animation
- VAT assets know when the blow lands in their attack clip. The baker measures it, and the VAT asset's Attack Hit section shows it, takes a correction, and has a Detect button for assets baked before this release. Animation
- The VAT Baker turns a character whose walk faces backwards. It reads which way the walk heads from the feet and turns the bake so the walk heads forward, and it turns any clip that faces the other way from the walk, as happens when clips come from two packs. Auto Face Forward is on for new bakes; an asset baked with 1.0 rebakes as it was. Zombie City's zombie no longer needs its Visual child turned round. Facing forward
- The VAT Baker measures how your walk and run step. For each clip it reads how fast the character has to travel for the feet to hold the ground, how many strides a loop holds and which foot it starts on, and the bake report says what it found. The VAT asset's new Walk And Run section shows the values, takes a correction, and has a Detect button for assets baked before this release. A character it cannot read, such as one with six legs or with a weapon hanging at foot height, is left for you to set by hand. The VatAsset inspector
- Match speeds set themselves. A VAT Animator with Set Match Speeds By Hand off takes Walk Match Speed and Run Match Speed from the VAT asset and the object's scale. Prefabs the baker creates from now on start that way. A prefab you made with 1.0 keeps the speeds typed on it until you turn the tickbox off, and they come back when you turn it on again. VatAnimator field reference
- Preview On A Floor. The VAT asset and VAT Animator inspectors show the character travelling over a ruled floor at a speed you pick, outside Play mode, with pause, single frame step and slow motion. A foot that drifts over the lines is a match speed that is not the clip's speed, and you can correct it while you watch. The VatAsset inspector
- The archetype inspector's Movement Profile section says how the agent's walk and run will play at its Max Speed, and warns when the slowest agents are too slow for the walk clip to keep their feet on the ground.
- The archetype inspector's Combat section says what a swing's animation will do: how fast the clip plays, when it ends and how long the agent stands, with one-click fixes when a value cannot work. It also warns when an attack's reach is shorter than the behavior profile's Combat Standoff, where the front rank would stand at the target without ever attacking. Attack animation timing
- The agent roll. Every agent rolls one number between 0 and 1 when it spawns, and each Movement
Profile and Attack Profile field set to Shared reads it, so an agent that is slow to walk is also
slow to turn and slow to wind up. A link icon beside each field switches it between the shared
roll and a roll of its own. Your scripts can read the roll with
SwarmManager.TryGetAgentRoll, and the Swarm Debug window shows it. The agent roll - Curve and Band fields say what agents get under the field, for example
agents get 0.75 to 2.2 units/s. - Zombie City's walking zombies turn slowly now, 120 to 180 degrees a second against 400 to 500 for the runners, because Max Turn Speed follows the same curve as Max Speed. So does Max Acceleration: a walker eases into its shuffle and a runner lunges. The walkers also wind up their swing slowly, 0.9 seconds for the slowest against 0.45 for the fastest, with the attack clip timed to each one.
- Animator agents play their attack. Pick an Attack Trigger on
SwarmAgentAnimationand it is set when a swing starts or a contact hit lands. Empty by default, so your prefabs behave as before. Attack animation on an Animator agent - The archetype inspector warns about an agent prefab that has an Animator and no
SwarmAgentAnimation, with a button that adds it. - The editor tells you when a newer version is out, with a line at the top of the Swarm Manager inspector. It asks the Asset Store for the latest version number at most once a day and sends nothing else. Check For Updates in Project Settings turns it off. The update check
- AI Skills. Four instruction files in
AI/Skills/teach a coding agent such as Claude Code or Cursor how to set up and tune a swarm with this asset. You point your agent at the folder once per project. AI Skills
Fixed¶
- The package compiles on Unity 6.6. Version 1.0 stopped there with one compiler error, an
EntityIdconversion that Unity removed in 6.6. - Agents keep one target when every Swarm Target has a Selection Radius and the agent is outside all of them. They used to change target on every step. Swarm Targets
- Configure Demo Project leaves the collisions of a layer slot you already use alone. It kept your name on a slot from 6 to 8, but it still switched off that layer's collisions with the demo layers. Configuring the project for the demo
- Agents off camera turn at the speed their Movement Profile allows. Their facing is only updated every few steps, and each update restarted the turn from a standstill and counted one step of time instead of the whole interval. That held an off-camera agent to a small fraction of its Max Turn Speed, whatever the profile said. This changes every scene, with or without perception. If you raised Max Turn Speed or Max Turn Acceleration to make up for it, you can lower them again. Offscreen Facing Update Interval
- Shots stop at walls. A Starter Kit projectile used to stop only at something it could damage, so
it flew through walls, floors and props. It now also stops at any solid collider on the weapon's
Projectile Collision Mask, and spawns the projectile's new Obstacle Hit Effect Prefab
there. The mask defaults to Everything, so a weapon you built on
ProjectileWeaponwith 1.0 can lose its shots to the ground or to a prop in the way. If shots that used to land stop short after the update, take those layers out of the mask. The Egypt bow and turret went from Everything to the Enemy layer for that reason. Starter Kit projectiles stop at walls - A swing can be dodged. Reach used to be checked only when the swing started, so a target that walked away during the windup was still hit when it ended. Reach is now checked again at that moment, and a target out of reach takes no damage. The agent still recovers and cools down as if it had hit. A 0.25 s windup, the 1.0 default, rarely shows it; the new 0.5 s default and anything longer give the player a real chance to step out of it. Swing Windup
- A swing's animation lands its blow when the damage does, and the agent stops walking for it. The attack clip used to be sped up to fit the whole attack cycle, so its blow moved whenever you changed the cooldown, and the agent kept chasing while it played, so it slid across the ground. Now the clip is timed so its blow lands at the end of Swing Windup, the agent stands until Swing Recovery ends, and the clip gives way to the walk as soon as it moves off. The new Swing Move Speed Multiplier sets how much speed an agent keeps while it swings; it defaults to 0, and 1 gives back the old chase. Every profile with Swing on changes with this update, yours included, so check that your windup still reads as the telegraph you want. New Attack Profiles start at a 0.5 s windup and a 0.5 s recovery, up from 0.25 s and 0.15 s. Attack animation timing
- A swinging agent turns to face its target. In a big crowd most attackers sit below the full quality tier, where facing only followed movement, so an agent planted for its swing kept looking wherever it last walked while you ran around it. With a Movement Profile set to Face Velocity that happened to every attacker. The new Swing Turn Speed Multiplier sets how much of its turn speed it keeps while it swings: 1, the default, follows you, and 0 keeps the aim it had when the swing started. It only changes where the agent looks. The blow still lands whenever you are in reach. Swing Turn Speed Multiplier
- A walk blended with a run keeps its feet on the ground. The two clips used to advance on one frame counter, so clips of different length drifted in and out of step and an agent moving between its walk and run speed slid on and off, at a rhythm set by the two clip lengths. Each clip now advances by its own stride, and the run is laid on the walk's step. It changes every VAT character that blends a walk with a run. Assets baked with 1.0 are lined up by clip length until you press Detect on them or rebake them, which also lines up two clips that start on different feet. The VatAsset inspector
- A looping clip no longer bakes its first pose twice. A loop a whole number of frames long could come out one frame longer, with its first pose repeated at the end, which held the pose for a frame every time the clip wrapped. After a rebake such a clip is one frame shorter.
- Slow agents no longer fall asleep while they walk in the open. Dormancy's stuck test compared every agent's drift against Dormancy Distance Threshold alone, so an agent too slow to cover that distance within the dormancy delay (about 1 unit/second at the defaults) could be put to sleep while nothing was in its way. Each agent's allowed drift is now scaled to its own max speed, and the threshold caps it. Dormancy
1.0.0¶
Initial release.