Hierarchy of the scene , they must have , as /root object . Free Look Camera Rig Mobile Character Control Rig
And , my own Swipe Action prefab control for Attack want to put in /root too .
Is there a way that is appropriate to the operation to put in Ork automatically prefab of these ? It was considered to be seem to be able to it is below , Is there a simple implementation ?
1.To the scene of all of the plans that I make after this, I keep the prefab manually.
or 2.ORK Menu- Base/Control - Game Controls - Player Controls --> Behaviour Name how to set up a prefab to > Behaviour Name is likely ?
or 3.Using the Event? Using the Spawn Prefab? How best to use a Spawn Prefab in the event all of Spawn Prefab?
2 's the best Where possible, but how can I set it up?
If you need to set it up, it's best to already add the controls to the player/camera and set it up as you like. In ORK Framework, just tell ORK the name of the scripts so that it can enable/disable them as needed.
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Camera control script of Sample Assets is often miss some on two level above the main camera. Can I at BASE / Control, to teach in the ORK [Camera Script]?
In the case of this ASSET, / |_Free Look Camera Rig <- on this component [Camera Script].Name is [FreeLookCam]
|__Pivot |___main camera
I tryed The various patterns but they were NG. e.g. Camera Controls - Behaviour Name -> FreeLookCam On Child Object -> true Add Component -> true On Child -> ../../FreeLookCam
That's currently not possible, but I can add an option to start from the game object's root in the next update.
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Helpful ... Whoa! I will wait for the next update.
Various I've tried then.
Camera Controls - Behaviour Name -> FreeLookCam On Child Object -> false Add Component -> true On Child -> /Free Look Camera Rig
It is add component automatically when you set this. However, property default settings of the FreeLookCam script occasionally entered. Variable FreeLookCam is already added in the Hierarchy, tuned necessary is set but, FreeLookCam is added in addition, FreeLookCam became two on the "Free Look Camera Rig".
To be able to teach to ORK properly, Enable / Disable had switched automatically the second, the FreeLookCam of people who have added automatically.
I want to be on hold here, to wait for the next update.
That's because ORK is using the main camera for the controls, which is a child object in your case - currently it's not using the root object. The next update will let you use that - and also optionally change fields/properties of the component :)
Post edited by gamingislove on
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
As of this question , the camera has the following structure: Hierarchy . |. _Free Look Camera Rig <- on this component [Camera Script] Name is [FreeLookCam] <br /> | __Pivot | ___main camera
In this state , death animation tutorial Once invoked , Camera view is change to 2.Front View.
After the camera event is over , Hierarchy structure will be broken .
main camera object would move in real root (/) under , it does not seem to move under the Pivot .
Is this a configuration problem ?
Color , such as setting individual I tried the " Target Child " in Camera Positions setting , but it could not be resolved .
I want to use all means camera system events of ORK. However function of multi-platform and behavior of the camera of Sample Assets also because it is very attractive , I want to use Sample Assets program .
It is considered to be or try to avoid to develop the own script as long as it can not be avoided in the specification.
Check your death event and disable Reset Camera in the Event Settings.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
In ORK Framework, just tell ORK the name of the scripts so that it can enable/disable them as needed.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Can I at BASE / Control, to teach in the ORK [Camera Script]?
In the case of this ASSET,
/
|_Free Look Camera Rig <- on this component [Camera Script].Name is [FreeLookCam]
|__Pivot
|___main camera
I tryed The various patterns but they were NG.
e.g.
Camera Controls - Behaviour Name -> FreeLookCam
On Child Object -> true
Add Component -> true
On Child -> ../../FreeLookCam
■iOS
https://itunes.apple.com/us/app/id679133055
■Android
https://play.google.com/store/apps/details?id=com.WabiPlant.SAMURAI100SlashLite
New ORK Battle Game
■iOS
https://itunes.apple.com/jp/app/id1403510381
■Android
https://play.google.com/store/apps/details?id=com.Company.AgentFight
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Various I've tried then.
Camera Controls - Behaviour Name -> FreeLookCam
On Child Object -> false
Add Component -> true
On Child -> /Free Look Camera Rig
It is add component automatically when you set this.
However, property default settings of the FreeLookCam script occasionally entered.
Variable FreeLookCam is already added in the Hierarchy, tuned necessary is set but, FreeLookCam is added in addition,
FreeLookCam became two on the "Free Look Camera Rig".
To be able to teach to ORK properly, Enable / Disable had switched automatically the second, the FreeLookCam of people who have added automatically.
I want to be on hold here, to wait for the next update.
■iOS
https://itunes.apple.com/us/app/id679133055
■Android
https://play.google.com/store/apps/details?id=com.WabiPlant.SAMURAI100SlashLite
New ORK Battle Game
■iOS
https://itunes.apple.com/jp/app/id1403510381
■Android
https://play.google.com/store/apps/details?id=com.Company.AgentFight
The next update will let you use that - and also optionally change fields/properties of the component :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
■iOS
https://itunes.apple.com/us/app/id679133055
■Android
https://play.google.com/store/apps/details?id=com.WabiPlant.SAMURAI100SlashLite
New ORK Battle Game
■iOS
https://itunes.apple.com/jp/app/id1403510381
■Android
https://play.google.com/store/apps/details?id=com.Company.AgentFight
I have updated .
I'm having a problem with the camera .
As of this question , the camera has the following structure: Hierarchy .
|. _Free Look Camera Rig <- on this component [Camera Script] Name is [FreeLookCam] <br />
| __Pivot
| ___main camera
In this state , death animation tutorial Once invoked ,
Camera view is change to 2.Front View.
After the camera event is over , Hierarchy structure will be broken .
main camera object would move in real root (/) under , it does not seem to move under the Pivot .
Is this a configuration problem ?
Color , such as setting individual I tried the " Target Child " in Camera Positions setting , but it could not be resolved .
I want to use all means camera system events of ORK.
However function of multi-platform and behavior of the camera of Sample Assets also because it is very attractive ,
I want to use Sample Assets program .
It is considered to be or try to avoid to develop the own script as long as it can not be avoided in the specification.
■iOS
https://itunes.apple.com/us/app/id679133055
■Android
https://play.google.com/store/apps/details?id=com.WabiPlant.SAMURAI100SlashLite
New ORK Battle Game
■iOS
https://itunes.apple.com/jp/app/id1403510381
■Android
https://play.google.com/store/apps/details?id=com.Company.AgentFight
Check your death event and disable Reset Camera in the Event Settings.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Thank you!
■iOS
https://itunes.apple.com/us/app/id679133055
■Android
https://play.google.com/store/apps/details?id=com.WabiPlant.SAMURAI100SlashLite
New ORK Battle Game
■iOS
https://itunes.apple.com/jp/app/id1403510381
■Android
https://play.google.com/store/apps/details?id=com.Company.AgentFight