Details new changes made since the previous release of the RIDE platform to external collaborators and developers.
RIDE releases typically occur quarterly. Access to nightly releases available upon request.
We are thrilled to announce our latest release of RIDE, version 0.6! Please read the below Release Notes and related changes for this version.
IMPORTANT In order to access Terrain datasets, you must have a terrain key. Please contact us directly in order to acquire a key. |
Added several Example scenes that highlight new RIDE capabilities, such as:
This release contains numerous bug fixes, including code refactoring and optimizations. Selected items of interest listed below.
New defects or regressions of interest to be addressed in a future release.
We are thrilled to announce our latest release of RIDE, version 0.5! Please read the below Release Notes and related changes for this version.
IMPORTANT In order to access Terrain datasets, you must have a terrain key. Please contact us directly in order to acquire a key. |
Added several Example scenes that highlight new RIDE capabilities, such as:
This release contains numerous bug fixes, including code refactoring and optimizations. Selected items of interest listed below.
New defects or regressions of interest to be addressed in a future release.
We are thrilled to announce our latest release of RIDE, version 0.4! Please read the below Release Notes and related changes for this version.
IMPORTANT In order to access Terrain datasets, you must have a terrain key. Please contact us directly in order to acquire a key. |
Added several Example scenes that highlight new RIDE capabilities, such as:
When creating a scene that uses RIDE, add the RideSystems prefab to your scene. This prefab contains most prefabs commonly used in a RIDE simulation.
RIDE systems now derive from RideSystemMonoBehaviour. This allows RIDE systems to be added to the scene and have customized parameters within the Inspector.
It is still expected for RIDE systems to use SystemInit(), SystemUpdate(), etc. functions. Do not use the Unity Start(), Update(), etc. functions.
A new RideSystem function SystemAwake() is available for RIDE systems to use. This function is called before all RIDE systems’ Start() function. This behaves similar to Unity’s Awake() function. (ref: https://docs.unity3d.com/Manual/ExecutionOrder.html)
RideBase had many built-in systems and options, however their use didn’t offer many options for configuring. You were somewhat locked in to what it provided. A new base class RideBaseMinimal is provided to help migrate projects away from RideBase. And in the future most of the functionality in RideBaseMinimal will migrate to separate systems.
For scenes, this means you don’t need to derive RideBaseMinimal if you do not need to, and can simply use MonoBehaviour.
This function, in ApiSystemMono.cs, is marked as deprecated. This was the old method of initializing a large amount of RIDE systems. This method created a few problems, notably the inability to specify which RIDE systems to include in each scene, and making scene specific customizations on RIDE systems. This method was replaced with the RideSystems prefab mentioned above.
This is a new option for pathfinding, utilizing the A* Pathfinding Project package. This option is available as an alternative to using Unity’s native Pathfinding solution. Future releases may have this option be the default.
In order to enable the A* Pathfinding option, go into the RideSystems prefab. Select the UnityNavMeshMovementSystem. In the Inspector, at the top, to the left of its name, de-select the checkbox. This disables the system. Now, select the UnityAStarMovementSystem and select the checkbox. This enables the system.
Known Issues
Future Benefits
Since the navigation is loaded at runtime, there’s no need to generate a navmesh offline. This eliminates the cumbersome step of generating a navmesh for each scene.
We can now load multiple terrains within a single scene. Instead of a TeamMatch scene for each terrain dataset, we can now have a single scene, with a menu option to choose which terrain to use.
We are happy to release RIDE version 0.3! Please read the below Release Notes and related changes for this version.
IMPORTANT In order to access Terrain datasets, you must have a terrain key. Please contact us directly in order to get a key and we will issue you one. |
The first phase of renaming TSS to Ride. This list details the changes made:
This phase renames the SVN repository, Unity project, and externals: