GitHub repository: alexander-scott/Enhanced-Trigger-Box
Description: A highly customisable trigger box built for Unity
Topics: trigger-box, unity

Removed Demo Scene, refactored AudioResponse and fixed ModifyTransformResponse: tag_name: 0.41
body: BREAKING CHANGE: In AudioResponse there is a new enum that is used to split the response between modifying an Audio Source and playing a Sound Effect. By default, this enum is set to modify an Audio Source. If your ETB was previously playing a Sound Effect you'll need to go into the GUI and set the enum to playing a Sound Effect. 

Unity 2018.1.0b2 compatibility. 

Fixed a bug in ModifyTransformResponse where the ExecuteAction() function wasn't getting called. Added an additive mode to ModifyTransformResponse where instead of simply setting it to a value, you can add to its current value. 

AudioResponse has been refactored to make the GUI slightly easier to use by effectively splitting up the audio source modification fields and the special effect fields. Also introduced the ability to restart an audio clip. 

Demo Scene was out of date, was not working on below Unity5.4 and above Unity2017.1, so it has been removed. Examples scene has been improved to compensate for this. 

Made the TeleportResponse deprecated. Users should use the ModifyTransformResponse instead.
New Modify Transform Response. Bug fixes and general improvements.: tag_name: 0.4
body: Added a new response: Modify Transform Response. This response is an extension of the Teleport Response, and allows developers to modify individual properties of an object's transform including position, euler rotation and scale. An example of usage of this has been added to the Examples scene.

The Transform Condition has been updated to include distance checks as well as single axis checks.

2017.2 compatibility as well as fixing the Examples scene cube shoot bug where the cubes were being shot in the wrong direction.

Various other bug fixes.
New response. Extended component functionality. Introduced exit responses.: tag_name: 0.3
body: Developers can now setup Exit Responses. These responses are fired off after the object which first entered the trigger box leaves the trigger box. All standard responses can be used as Exit Responses. To enable the use of Exit Responses, set After Trigger in the base options to Execute Exit Responses. 

Components can now access data from the triggering GameObject within the ExecuteAction() function. Existing components have been updated to make use of this feature. 

A new response has been introduced: Set Material Property. This allows developers to either change a property on a material on a gameobject or to change a property on a material in the project browser.
Added the input condition: tag_name: 0.2.5
body: Added a new condition to the Enhanced Trigger Box. This condition requires the user to either
press or release a certain key to be met.
Unity 5.6 support and improved LoadLevelResponse: tag_name: 0.2.1
body: This update fixes errors in a few places in the Enhanced Trigger Box that are displayed after upgrading to Unity 5.6. 

This update also improves the LoadLevelResponse. You can now unload scenes as well as additively or asynchronously loading scenes.
General improvements and quality of life changes: tag_name: 0.2
body: You can now activate and deactivate specific Unity components attached to a gameobject. To do this use the Modify GameObject Response and simply select the component that you want to enable/disable.

You can now change lighting or scene lighting over time with the new Duration field on the Lighting Response. 

The FixedUpdate() function in the main script has been changed to Update().

Re-submitted to the asset store for first release.: tag_name: 0.1.1
body: After the previous release was declined due to the key images I created for the asset, I have re-submitted the asset with better key images. I've also added a new response: the lighting response.

First Asset Store submission: tag_name: 0.1.0
body: Submitted this version of the Enhanced Trigger Box to the Asset Store for approval.