Hm, what are your Screen/GUI Settings in Game > Game Settings?
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The flying texts are placed in the actual game world via empty game object (e.g. _FlyingText), which use the combatant's game object for placement (based on your flying text setup. So if they're that off, it might be due to the combatant's position being just that far off ...
Could you post some details about your the prefab's strucure you're using for your combatants? E.g. if the actual combatant (as seen in your video) is a child object of something, you can use the Child As Root setting in the combatant's prefab settings to let ORK know about that (e.g. for getting the right position for flying texts).
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Hm, well the flying text game object seems to be placed correctly ... yeah, if you can, send me your project/data :)
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Found the issue after checking the code - ORK needs the camera to tagged as the Main Camera, otherwise finding the screen position (GUI position) for the game objects in the scene doesn't work.
Your battle scene's camera is Untagged, just select the MainCamera tag in the camera's inspector and it should work.
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It looks like this now.
The flying texts are placed in the actual game world via empty game object (e.g. _FlyingText), which use the combatant's game object for placement (based on your flying text setup. So if they're that off, it might be due to the combatant's position being just that far off ...
Could you post some details about your the prefab's strucure you're using for your combatants? E.g. if the actual combatant (as seen in your video) is a child object of something, you can use the Child As Root setting in the combatant's prefab settings to let ORK know about that (e.g. for getting the right position for flying texts).
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i sent you a message.
thank you.
Hi Wrofir.
Thank you for your reply.
I tried "own position" but it didn't work.
but , It may have been wrong.
If you know how, please let me know.
thank you.
Your battle scene's camera is Untagged, just select the MainCamera tag in the camera's inspector and it should work.
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