Heathen Systems Core is the foundation of Heathen Engineering’s coded assets for the Unity 3D game engine. While the asset has been developed with Unity 2017.3 and later in mind the code should work with Unity 5.5 and later with little or no modification. Full source code is provided with the asset from the Unity Asset Store; Unity Asset Store is the only authorized distributor of Heathen Systems or any of its related components. Standard Unity Asset Store licensing conditions apply Heathen Systems and its related components, additional provisions will be considered on a case by case bases.
Heathen Engineering Limited provides full support for Heathen Systems and related components as described in this document, on the Unity Asset Store page, the Heathen Engineering corporate site and limited to the versions of the Unity 3D game engine the asset package has been published under unless otherwise noted. You can contact support via [email protected] or the Heathen Engineering Support desk (visit HeathenEngineering.com for details).
Reference Controls are derived from standard Unity UI controls such as Image, Text and Toggle and have the same editor and functionality but with key fields converted to Reference Variables to allow easy integration with Scriptable Variables.
Note each control includes an Always Apply field (except for Toggle) to easy control runtime updating. When disabled the control will continuously update in edit mode but at run time will only update on enable.
Derived from UI.Text; the Text, Color and Raycast Target fields have been replaced with variable reference types.
Derived from UI.Image; the Color, Fill Amount, Clockwise, Preserve Aspect and Raycast Target fields have been replaced with variable reference types.
Reference Raw Image
Derived from UI.RawImage; Color and Raycast Target fields have been replaced with variable reference types.
Derived from UI.Toggle; Is On field has been replaced with a bool variable reference type.
This nature of this control means it is always set to ‘Always Apply’