Are the components already attached to the game objects or did you set up the move AI to add them?
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Hello GiL, the problem has been solved since, but this leads me to another problem, is the check of global game variables supposed to block the move AI ? because this is what happens, i check them in the update function maybe this is the problem ?
I'd need more details - which update function are you checking them in and where's the variable check set up?
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Is the move AI enabled in the battle system type you're changing to? Each battle system's settings have their individual move AI settings to manage this :)
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!
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If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ORKFramework;
public class BattleSystemSwitcher : MonoBehaviour {
public string useActiveTimeVariable;
public string useDynamicCombatVariable;
void Update ()
{
if (ORK.Game.Variables.Check (useActiveTimeVariable, true)) {
ORK.Battle.SetType (BattleSystemType.ActiveTime);
if (ORK.Game.Variables.Check (useDynamicCombatVariable, true)) {
ORK.BattleSystem.activeTime.menuPause = false;
ORK.BattleSystem.activeTime.dynamicCombat = true;
}
} else {
ORK.Battle.SetType (BattleSystemType.TurnBased);
}
}
}
Here is the code that blocks the move AI, he's attached to my player or to the main camera
Each battle system's settings have their individual move AI settings to manage this :)
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