• edited November 2016
    @Campanulla
    I can confirm this - it's the usual issue when trying to rotate the X-axis over certain angles (e.g. when going over 90 degrees).
    For now you can solve this by setting the Rotation Component to Transform and the Rotation Function to Rotate. I'll look into finding a better solution.

    Edit: Will be solved in the next update :)
    Post edited by gamingislove on
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  • Ran into a funky issue with the Check Transform node;

    The node would not register the child object of the Machine Object's Y value. I had to do a weird workaround that involved using a second game object and comparing the Position of that object instead.

    This didn't work:
    image


    But this method did, for some reason:
    image





    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
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    I make RFI! https://twitter.com/NootboxGames
  • @Kirb
    Strange - tested with the same setup and worked fine on my end. Well, I manually moved my test object (both parent and child), so there might be more going on on your end :)
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  • edited December 2016
    @gamingislove

    Hmm, odd! It must be a weird edge-case with Child Objects and using the Move node, or maybe how the Prefab is structured? In any case, here's the logic behind it and the Prefab structure itself in case you want to check it out:

    http://i.imgur.com/0Yrpm0O.png = Logic in Makinom w/ comments
    https://www.dropbox.com/s/7nboszfyos5qj5p/DisappearingPlatform_Delay.asset?dl=0 = Schematic file

    http://i.imgur.com/MfbjwZj.png = Prefab object structure
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
    ---------------------------------------
    Personal Twitter: https://twitter.com/AMO_Crate
    I make RFI! https://twitter.com/NootboxGames
  • Hm, is the prefab also parented to something? Since you've From Root enabled in your object setup, it might just not find the child due to looking from the wrong object, thus having a different position than you think ...
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  • Whenever I try playing the tutorial for the sidescroller Unity crashes...no error or stalls. Just an immediate shutdown. All I did was load a scene, no changes were made with the exception of the update to the newest version of unity for the tut assets.
    You will always fail at what you do not try.
  • @robahouston
    Working fine on my end - did you also update the tutorial project with the latest Makinom version? Otherwise try downloading the project again.
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  • Makinom1.6Schematics:
    Activate Object: (disabled), Can not activate game object.
    Pause Path: can not pause a 'Waypoint Path' component.
    Add Component: Can not add WaypointPathComponent.
    Check Distance: Actor 2 - Player: IsGreater 15 Success, but not NavMesh Destination
  • @gamingislove
    I downloaded the latest version from the site. I honestly have no idea what causing it. Unity just shuts down with no notifications or even lag. Press the play button and it shuts down...weird.
    You will always fail at what you do not try.
  • SK1SK1
    edited February 2017
    Path point problem detailed feedback, I would like to achieve such a function:
    1.NPC in the path point along the cycle of running, when I close to him when the NPC to stop running, if left NPC, NPC resume running
    v.youku.com/v_show/id_XMjEzNzUxMDIw.html?spm=a2h0j.8191423.module_basic_relation.5~5!2~5~5!5~5~5~A&from=y1.2-1-99.3.3-1.1-1-1-2-0
    image

    2.Makinom1.6 path point effect is: NPC along the path point run, when I am close to the NPC is very close, NPC to return to the path point 0 will stop, can not stop the way in the path of the movement.
    image
    image
    Post edited by SK1 on
  • edited February 2017
    SK1 said: Activate Object: (disabled), Can not activate game object.
    How do you get the disabled game obejct? If the object is disabled at the start of the schematic, you can't use Find Object settings, as Untiy can't find disabled objects.
    You'll have to select it as an actor in the machine's inspector.

    I'll look into the other issues you have.

    @robahouston
    Did you check the Unity logs? Don't know where they're saved, either in Unity's directory or in a Unity related directory in your user directory.
    Post edited by gamingislove on
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  • GiL, I think the fade screen node in makinom is broken :)
    Using the latest makinom version here with unity 2017.1.0f3
    Can you check to see if this is indeed the case?
  • edited October 2017
    Definitely working on my end, what's your node's setup?
    And make sure to fade the alpha value, since when this stays at 0, there is nothing being displayed :)
    Post edited by gamingislove on
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  • Ahh you are right. My alpha value was 0. False alarm!
  • I found another ?bug?
    Don't know if this is another false alarm or not.
    Before updating to 2017.1, I can hold the enter key and my dialogue will skip through speeches really fast. After upgrading to 2017.1 and Makinom 1.9.2, I can't anymore.
    I went into the gui box that is responsible for the dialogue and disabled Reset Unity Input, but that still didn't work.
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