Change Log
All notable changes to this project will be documented in this file.
[Unreleased]
Modify
[2.0.0] - 2025-09-23
Modified
[Dependency] ZLinq installed from NuGet
optimize code with ZLinq
Removed
[MonoNode] permanently remove due to not effiencient with Unity GameObject hierarchy
[1.0.19] - 2025-02-05
Modified
use typeof(T).Name in debug logs instead of nameof(T)
[1.0.18] - 2025-02-04
Fixed
[MonoNode] duplicated initial root node if no childnode.
[MonoNode] rename StartOnNodeReady() to NodeAwake() for correct processing meaning.
[MonoNode] add OnNodeReadyAction(Action) to apply actions after NodeAwake invoked.
[1.0.17] - 2025-02-03
Modified
[MonoNode] remove test debug log from ContainerNode
[1.0.16] - 2025-01-25
Fixed
[MonoNode] initial whole tree by root node, and call StartAfterNodeBuilt() after initialization of whole tree.
Added
[MonoNode] add extension .MonoNeighbour() and .MonoNeighbour(id).
Modified
[Editor] AceLand Project Setting as Tree structure
[1.0.15] - 2025-01-14
Fixed
[MonoNode] ChildNodes not complete ready when ParentNode StartAfterNodeBuilt() invoked. This is caused by non-sequently initialized of Components. Fixed on LateStart Task control.
[1.0.14] - 2025-01-02
Fixed
[MonoNode] MonoNode comparing on Node not build not correct. Empty ID of either node will not be equal
[1.0.13] - 2025-01-01
Fixed
[MonoNode] Registry wrong type through Extension
[1.0.12] - 2025-01-01
Modified
[MonoNode] StartAfterNodeBuilt after Awake
[MonoNode] Auto build Node Structure
Fixed
[MonoNode] Null checking on Extension Functions
[1.0.11] - 2024-11-26
Modified
[Editor] Undo functional for Project Settings
[1.0.9] - 2024-11-26
Added
add Getter for MonoNode.
[1.0.7] - 2024-11-25
Fixed
MonoNode register comparer issue, always node exists or no error on exists.
Added
add Context Menu to Enable/Disable Auto Register of all children of selected Game Object.
[1.0.4] - 2024-11-24
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