Using a Screen action to open another menu screen that acts as the action menu almost works, but I have two issues I can't figure out:
1) The new menu screen that appears from the Screen action doesn't get focus, and I can't give it focus without "…
Check the "Exit Time" on your transitions. Animations that should play all the way through before transitioning to the next animating state, such as Death animations, or Attack animations need to have an exit time that matches the animation duration…
Awesome. I was just thinking about a feature request. I think this will be useful in many situations:
Could we set Grid Move Range, horizontal and vertical, to status values? If I understand correctly, this would allow us to buff or permanently gro…
btw this has happened to me in Unity 2019.3.0a6, but it was after having being open for many hours and making many changes. The grid nodes weren't selectable or paintable.
Reloading the scene didn't help, but relaunching Unity fixed it.
So I figured something out kindof works, but there's a major issue.
I attached a simple script to the prefab that checks for the current status value of my Jump Height status, and then sets the Combatant's Setting.gridMoveHeightLimit.maxUpwardDista…
I did find that you can override individual combatant's "Limit Height Movement" in the combatant's Grid Settings:
But unlike the Base Grid Move Range, it can't be set to a variable?
I wrote to you to request info. Thought I should post here as well that I'm working on a FFT / Fire Emblem clone and developing a grid system for managing the battles, while using Ork to manage everything in-between. Maybe I can help out somehow in …