Hi, I am aware that if I get a custom character controller, I just have to let ORK know so that it can deactivate it and take over at certain times.
What I'm not sure about is exactly how that will play out i.e. what ORK functionality could be lost if I use a custom controller.
From my limited understanding ORK stops it for some instances like dialogue etc, but specifically,
1. Can I still have abilities that will play animations, and animations on taking damage etc driven by the ORK framework?
2. Can I use the custom controller on NPCs/combatants and still use the events scripting in ORK to drive their AI? I'm guessing move AI would be gone.
Please forgive the ignorance of these questions, I'm not a programmer, and just wanted to quickly check what would be involved before paying.
Thanks heaps for any help with this.
All my events and abilities and animations on taking and dealing damage work fine with it. And they're all driven by the ORK Framework.
But I've used others from the asset store. Have used Gripati - not sure if there's still support and Easy Mobile Joystick which is great. If Players didn't want dpad I'd still be using it. It works on both PC and mobile. But on PC I think you want to use keys to move not a joystick.
For PC I just use the stock Unity first person controller. Have used the third person stock controller too in a test file. They all work fine with ORK.
Some people here have used others-- like Opsive--
http://forum.orkframework.com/discussion/comment/12674/#Comment_12674
This doesn't interfere with anything else :)
As for animations - they're mostly played through the event system when needed (e.g. play sword attack animation). The optional auto move animation found in a combatant's settings (for idle/walk/run animations) are based on the movement of the combatant, not the controls. If they're not working correctly, try enabling the Use Position Change option to calculate the move speed from the actual position changes per frame (otherwise it'll try to get the speed from character controllers, rigidbodies, etc.).
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Getting a third party controller and integrate it to handle field animations is quite easy. The difficulty comes when integrating the animations with the battle systems. Mecanim animations are a living hell.
Mecanim is a great system, but you lose control over things and let the state machine handle the stuff, without having the tools to really check or change what's going on ... after all this time, there's still no real way to determine how long a state will play in mecanim (hence no wait for an animation to finish in ORK).
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I'm hearing that I could hit some real issues if I decide to go back to time bar battle system, so its great to know there is an easy way to convert to legacy? Perhaps I should check this out as opposed to mecanim, I just loved re targeting etc, but I'm completely new to this so If there are any tutes you recommend I'm all ears.
The long time providers of 3d assets like Mr. Necturus and Protofactor continue to use legacy animations although they include a whatchamacallit that allows their animations to work with mecanim.
It's easy to convert to legacy if your 3d monsters have legacy animations. Just click on the Rig tab for the prefab of the monster and change to legacy. And then set up the legacy animations in ORK animations in the editor.
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@GiL I had a creazy idea (maybe is not new), since in most cases we would like to use custom controller in field mode (to have mecanim, blend tree...) but still use the power of the battle systems where ORK controls the animations, could it be possible to have a second Player prefab slot?
For example:
Default prefab = Humanoid rig setup prefab (Player Only)
Battle prefab = Legacy rig setup prefab
What do you think?
As for animations, you can define both mecanim and legacy (and custom animation system) in the same animation setup, ORK uses whatever is found (e.g. on a prefab with legacy Animation component, it'll use the legacy animation settings).
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