Confirmed.
Root cause was:
Combatant spawning MoveAI prefab field.
You MUST match the combatantant MoveAI with the correct Trigger field or it will call updates in a out of control rate.
In my case, i made a duplicate of the Prefab.
At some po…
I think i may have found a cause, im testing it an will let you know.
Running theory
The MoveAI area is out of range of the spawn location so Navmesh is constanlty trying to find a valid place to spawn\move the AI, and gc isnt catching it so it spi…
While I was waiting for a answer, i did my best coming up with a Schematic solution, however I've hit a snag.
Is there a equipped combatant class text code? SO that once its selected the player can confirm that's what they want? Since there's no goi…
Was kind of hoping to find something along the lines of this:
ORKFramework.Combatant CBT1 SetName = CBT1_Name.ToString()
ORKFramework.Combatant CBT1 SetClass = CBT1_Class[0]
ORKFramework.Combatant CBT1 SetPrefab = Gameobject.Female.White…
My player is defintly being spawed by ORK. I have no player in the scene when i press start. It jumps to the Star Menu scene, then Loads my village. It then Adds MecanimTest (player) to the scene via the StartGame Schematics. I just add my test Obje…
Root cause found.
I need to check Starting Objects:
By Collider
No matter what I did trigger trigger and trigger collider just didn't work. (despite it being officially supported by Unity both ways)
So OnTriggerEnter only worked when StartObjec…
I figured out the prob, GiL
my libraries folder got curropted somehow. No OnTrigger events were happening anywhere.
Replaced the entirty of Libraries and OnTrigger seems to have recovered. Music Player 3D still not working but I can always make a wo…
So j discovered that that error messages I saw were for Aura2. Removed that. But then I started experimenting.... somehow...I managed to totally break Ontrigger events... no idea how. But a script I wrote to test didn't work in this project but perf…
Yep it's a cc and I added the rigid body. And a collider specifically for the trigger. I just don't get why it ain't working. I started the project by copying your pre-built one. I hant touched collision layers at all. I'll take a peak in there
Ok so I give up.
Iv discovered after running thru the api quite extensively at this point that
there is a IsLeader bool
Group group is a direct reflection of the index in the editor and default player group is 0
and that the Combatant can be acce…
But I don't know how to have that feed my script when it gets called. is this what I should be looking for?
In that case I think group 0 is the player faction? (after further investigation, Group 0 is definitely the player faction)
Iv got this …
Yeah they all use the same parameter. SO i have use additional steps?
God, Mecanim is so needlessly confusing sometimes. (Annoyance with Unity, Not with you GiL, you're great [just to be clear])
Just gonna skip random anims then. In the future can …
Ah! yes that's a good work around. I was about to ask if there would be a interim solution for this? I plan on having a extensive quest list. so thats really needed for me
You do already have a max displayed setting. Default is like 5 I think.
It is set in the combatant. Was there a specific tutorial to just set up a base mecanim character. I was having trouble finding one. I found the legacy...but Id prefer not to use legacy. Kind of pulled most of this out of my head from like 5years ag…
Very nice! Thank you! Iv been pretty worried about something going terribly wrong. In a very nonrecoverable way. I'll go ahead and set it up right away!