ArgumentOutOfRangeException: < 0 || > this.Length
Parameter name: count
System.String.LastIndexOf (Char value, Int32 startIndex, Int32 count) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System/String.cs:1311)
ORKFramework.Display.MultiContent..ctor (System.String text, UnityEngine.Texture2D startIcon, UnityEngine.GUIStyle textStyle, Rect textBounds, Single lineSpacing, TextAlignment alignment, VerticalTextAlignment vAlignment, Boolean scrollable, Boolean oneline, TextFormat textFormat)
ORKFramework.HUDText.CreateLabels (System.Collections.Generic.List`1& label, Rect displayBounds, UnityEngine.GUIStyle textStyle, ORKFramework.Combatant combatant)
ORKFramework.Display.MultiHUDContent..ctor (ORKFramework.HUDElement setting, UnityEngine.GUIStyle textStyle, ORKFramework.Combatant combatant)
ORKFramework.PrecalcHUDContent.CalculateContent (Single baseWidth, Boolean recalced)
ORKFramework.PrecalcHUDContent.Init (ORKFramework.GUIBox box)
ORKFramework.GUIBox.ShowGUI ()
ORKFramework.GUIHandler.ShowGUI (Boolean aboveScreenFader)
ORKFramework.LevelHandler.OnGUI ()
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Also, check your menu screens, shops and other places where HUD elements are used :)
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(Sent the requested file via email)
Update: Going through menus, shops and HUDs again. Everything looks correct so far (with relation to what was working in beta10). Still getting the pause error. Pretty confused as to what I might be missing. Checked trigger button assignments for various things (like menu calls) just to make sure they weren't lost between updates. I wish there was a better way to look for errors =\
Update #2: Unable to locate the problem, I decided to start the process fresh from a backup. I'm upgrading in proper beta order (beta10->11->...->14a) to see if I can more easily track down the problems that way. Bleh.
Update #3: Updated to Beta11 from Beta10. Copied all missing settings for HUDs and above Pause Error still occurs. Found that some of the HUD elements that weren't displaying are due to missing text in HUD element text boxes. Corrected this by adding an " " (empty space) into the text boxes, but not 100% fix. Still have issues with menus not appearing. =\
Now looking into not appearing HUDs and menus - at least for the menus is seems like the requirements aren't right (or have a bug :D).
Edit:
Ok, found it - it's a bug with the In Battle game state, will be fixed in the next version :)
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Are there any settings I might change in order to workaround this problem? I'm guessing this isn't something everyone was seeing.
For the other things - set the In Battle game state to Ignore.
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Also, my "interaction" prompts are all broken. The text always appears at the top and cut off and I am unable to center the text (vertically or horizontally) within the box. There doesn't appear to be any settings to adjust for margins within the HUD settings. The only way to currently display the text without being clipped is to set "Outside Bounds", but that still leaves the problem of the text being in the wrong place. Tried adjusting all the settings I could find in the HUD and GUI Box options as well as playing around with the skin settings to adjust for the text offset. So far everything I've tried has resulted in the same issues.
Like I mentioned previously, this was all working great in beta10, but after copying over the settings to beta11 everything got hosed. I'm hesitant to update to any newer betas while I am unable to correct these existing problems.
A question about the difference between beta14 and beta14a: What exactly is supposed to have changed which would prevent ORK from working under Unity 4.2 vs. Unity 4.3? Everything related to 4.3 in the changelog refers to Mecanim. I'm using 4.3 with beta11 currently (installed it originally to update to beta14a) and the only problems that I'm having are the same issues that I had with beta14a (all related to GUI stuff). I'm not using any Mecanim so far.
Have you changed the bounds of the "interaction" prompt element? That's what positions the text inside the GUI box.
The difference between beta14 and beta14a is the support for the new Mecanim function Animator.Play - since this function isn't available in Unity 4.2 it would throw errors.
I haven't tried it - you'll most likely be able to use beta14a with Unity 4.2, but as soon as you try to use a functionality that's not available in Unity 4.2, your game will throw errors :)
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I'll take your advice and wait for the next beta to drop before becoming (any more) overly concerned with these GUI issues.
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