Releases: inkle/ink-unity-integration
0.9.61 is out!
This fixes a critical bug on 2019+ that prevented compilation.
0.9.60 is out!
We've finally found a way to move the Ink Library and Ink Settings files into the actual Library/Project settings files! This means you should no longer be keeping the Ink Library file in source control.
Also adds a "Named Content" section to the Ink Player Window that replaces the "Diverts" section.
0.9.54 is out!
This fixes up some bugs and resolves some issues with the ink library creating trash in source control
0.9.53 is out!
This release adds support for include files to be included by several parent files, and adds tags to the ink player window.
0.9.51 is out!
This release adds support for include files to be included by several parent files, and adds tags to the ink player window.
0.9.50 is out!
UPM support!
This release converts the plugin to a Unity Package, enabling users to import from OpenUPM rather than downloading the source directly into their projects!
This is now the recommended way of installing the plugin for most users.
The package is hosted here!
To install click "Download installer.unitypackage" and run the downloaded file.
If you'd rather have the source in your Assets folder instead, then you can download the UnityPackage attached to each release or copy the files in the Packages\Ink folder of this repo.
Other updates
- Updated to latest Ink
- Updates the Ink Player Window: All panel show/hide states are now saved using EditorPrefs, and adds support for bool and path type variables.
- Updated documentation
0.9.40 is out!
Contains a major bug fix, and removes the last of the sealed classes.
0.9.24 is out!
Fixes for Unity 2020, far better performance for compiling multiple stories at once, better Ink Window selection, and some minor refactoring.
0.9.22 is out!
Updates to the latest ink, and includes some nice updates to the Ink Player Editor Window, making it smoother, easier to use, and more performant.
0.9.2 is out!
Enables automatic Ink Player Window tethering of your game's story, so you can debug your story as it runs!
Check out the demo scene to see how it works!