I have just switched to your new version and it seems easy to move to this new version without problem once we have defined the faction and resource assets files and connected them to their manager. I have some points to share : - The documentation is not updated concerning the new terrain manager from previous system; - The version 1.3.3 seems to clean all icons (move, attack, collect) etc in the current input manager - we need to add them again - The building progress bar is not corrected, we have the green bar not defined on the location of the orange bar like before - due to an existing scene ? How can we solve this ? - The IDLE option doesn't solve the turret rotation behavior. As discussed in a previous post, you need to add an option neutralize the rotation when the unit has a turret. - Seen in previous version : the collector starts with the drop off model visible - I have used the start function to deactivate the drop off model at the beginning to be sure to start without resource on the model. - The upgrading tasks ignore the building requirement list - it works well if the building is built but if we upgrade a building we cannot limit the uprade to the presence of a specific building (example: upgrade the HQ to level 2 only if the player has already built the tech center). Special questions concerning the AI: - I have seen that the first task of the AI on my scene is to uprade the HQ - this was not the case with the previous version - do you have changed the priority and the management of tasks for AI? One request: Could it be possible to have a task system which gives feedback for: - unit which does an action? - unit which receives the action? Example: the healer -> we should have an effect like an healing wave or something like this and the unit repaired should also have a visual effect which shows that she's healed. This can be applied to converter, builder which repairs, etc... We have the animator to show something but this is visualy limited. This can be done by scripting of course but since you offer the heal/repair/convert functions as native we should be able to handle this without any new code. EDIT: I would add also two others items: - an effect entry activated when a building is producing a unit; - a explicit visual for player for the new bulding requirement function where the icon of the building is grayed or something like this if the requirement is not reached and a red color for the requirement in the text description. And one remaining question: - The building category parameter seems not used. What is the goal of this entry? Any use somewhere?