I've setup Equipment Viewers and all settings per the tutorial. In the end, the player looks like the image at the bottom of the tutorial. However, when I play and start a battle the sword isn't displayed for some reason.

I wonder if it's related to the tutorial 15 problem forum.orkframework.com/discussion/5997/tutorial-15-problem#latest

The combatant/class settings have Equipment Parts and Weapon enabled: https://1drv.ms/u/s!AuImLoymvN9yrln9O2BwWF7zsM38?e=Dj5emb

Also, I believe the short sword is properly set in the Inventory: https://1drv.ms/u/s!AuImLoymvN9yrlqFD3QgCIAxcdyZ?e=VPEdJ4

Any ideas why this is happening?
  • Hm, should be visible if the sword is equipped and the equipment viewer's game states are set up correctly.

    The issue with tutorial 15 is a bug and will be fixed in the next update.
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  • I understand that the sword is equipped if:
    1. it is set to use a specific Equipment Part
    2.this Equipment Part is enabled in the Combatant's class
    3. the sword is enabled in the Combatant's class

    All the above are OK in this case.

    However, I'm not sure about the equipment viewer game states, because there are some minor differences between the tutorial and the actual states:

    For the Helmet, the tutorial says "You can leave the rest of the settings as they are – all Required Game States should be set to Ignore and the four battle system types enabled. This means the equipment will always be displayed."

    ... but you can't actually set the four battle system types as enabled unless you first set InBattle to Yes, which is also indicated for the Right hand.

    After this small ambiguity, and since the sword wasn't displayed, I also wondered if the "Combatant in Battle" should be enabled. I tried enabling it but the sword wasn't displayed still.

    Anyway, here are my equipment viewer game state settings:

    Right Hand: https://1drv.ms/u/s!AuImLoymvN9yrlvjafF3iKrEnoLr?e=Kaq7y5

    Helmet: https://1drv.ms/u/s!AuImLoymvN9yrlyxp6HeMzXpoOmF?e=ag5c4l

  • edited June 2020
    I found the problem, but I'm not quite sure how to solve it...

    It's the scale of the small sword! I paused the game after the battle started, noticed that the sword was actually active, but huge:

    https://1drv.ms/u/s!AuImLoymvN9yrl3gD6dIzxxqBY-n?e=eNcQSS

    and here's the sword moved next to the combatant: https://1drv.ms/u/s!AuImLoymvN9yrl5XNYS9y3_8AV5B?e=9VjRWg

    Its scale is 100,100,100.

    The sword model's scale factor is 1, and the prefab scale is 1,1,1.

    Post edited by pako on
  • Haha ... well, at least it'll be hard to miss the target with such a huge sword :)

    Might be that some parent object or the equipment viewer itself has a high scale?

    Anyway, regarding your issue with tutorial 15, ORK 2.29.2 just released and fixes that - but you might have to remove and add the weapons/armors again for them to be registered.
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  • LOL... maybe I'll make a game where you win if you actually manage to miss the target, using huge weapons :-)

    Now, looking at the hierarchy: the "skeleton" game object has scale 100,100,100 but if I change it to 10, let alone 1, it becomes extremely small. All other parent objects have scale 1,1,1, except "weapon" and "Right Hand" (the equipment viewer) have scale 0.01, 0.01, 0.01.

    The thing is... I haven't touched the scale on any objects, except the equipment viewer objects set to 0.01, 0.01, 0.01 per the tutorial.

    I also noticed that if I just drop the brown pants and shortsword prefabs in the scene (and parent the latter to the equipment viewer), the sword's scale still changes to 100,100,100 but everything displays correctly: https://1drv.ms/u/s!AuImLoymvN9yrl8Ok70uYzMVmSJR?e=DuUi26

    So, the problem seems to be related with play mode...

    Yeap! here's the problem: In play mode, the scale of "weapon" changes from the edit mode value of 0.01, 0.01, 0.01 to 1,1,1! Even if I drop a new brown pants clone in the scene, while in play mode, the scale of "weapon" changes.

    I'm not sure but I suspect that this might be related to the animation.






  • Hm, strange, working fine here. The skeleton has a huge scale due to model import from blender being too small, but that shouldn't affect the weapon, as it's spawned and mounted with it's original scale.

    Which Unity version are you using?
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  • 2019.3.15f1
  • Hm, just tested it in 2019.3 with the demo project you can download and it worked fine ... very strange.
    You could try downloading the completed demo project and see if that works. If it does, you could compare the settings, might be that something's gone wrong with the import?
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  • I run the demo project, which works fine.

    I then compared the model settings for the short sword and egg entity, no diffs found.

    I compared the ORK Framework settings in Inventory/Weapons/Short Sword, Combatants/Brown Pants and any other I could think of... no diffs here either.

    Finally, I made it work... I copied the egg entity model and prefab from the demo project to my tutorial project and replaced the Brown Pants prefab... It worked, just for Brown Pants though, even though I copied the Evil XYZ combatants prefabs from the demo to the tutorial project.



  • edited June 2020
    I finally compared the Brown Pants (demo vs tutorial) prefabs and found that there were some differences in the Weapon and Right Hand settings. I changed them and it worked.

    The main difference: The resources download prefab had scale: 0.01, 0.01, 0.01, while the demo project prefab had scale: 1, 1, 1. There were some differences in the rotation settings too.

    I'm still not sure why the demo enemies' prefabs don't display the sword though (in the tutorial as they do in the demo). But I thought... they are evil, so why put a sword in their hands anyway? :P
    Post edited by pako on
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