Dre788 said: Ahh, I figured out what's wrong thanks to Acissathar examples. I use a 4k screen but I upscale the layout in display settings to 150%. This causes the fold out menu to malfunction like in all my screen shots before. Once I put the layou…
Just installed it to a new project to have a look around. One thing that I noticed immediately is that the Editor menus are a bit difficult to read when using the Dark editor theme, with black text on a dark grey background:
dunebug said: Does anybody have a backup of this asset? Or has anybody created any new ones that I could download or purchase? I tried contacting the author a few weeks ago on facebook, but got no response.
I have a backup of it somewhere, but it wo…
gamingislove said: In addition to that, certain features will be completely replaced/merged (though this is mainly a naming discussion):
- weapons and armors will be merged to general equipment
This is a good change as well. A spiked shield, for exa…
Renaming Attack/Defence Attributes to Modifiers is a good change. It's much more descriptive as to what they actually do.
Combatant -> Character would also be a good change IMO. The term "Combatant" implies that the creature or character will be…
gamingislove said: Isn't the generation code editor-only anyway?
Yes, it is. Just fixing what is technically an error in the code. If the one Editor using statement is inside #if UNITY_EDITOR then the other one should be too. ;-)
I had originally c…
@dragoonleaph -- Good catch. The "using ORKFramework.Editor;" statement should actually have been placed inside the "#if UNITY_EDITOR" directive. As with placing the script inside a folder named Editor, this will exclude the contained code from any …
Video tutorials are much more work to keep up to date. It's a lot easier to maintain text-based tutorials as you just need to exit the relevant passages and/or update a screenshot or two.
Trying to maintain video tutorials for an asset as complex a…
@pawnee - The MoveSetID is set when you play the animation:
This is from Part 2: Battle Mode Animations (Basic) - Sword (and Shield) Animations.
You specify the set of battle animations to use for a weapon in that weapon's properties (this is al…
If you're serious about developing a game, then you should look into using source control. It could be the built-in Collaborate or an external tool.
I think you can still get free unlimited Git repositories (for up to 5 users) on Azure DevOps (form…
@dlevel - Yeah, I'm terrible for this sort of thing. :-) I start too many little projects and have too many on the go at once, so I never "finish" anything.
I've also been doing a lot more work on maintaining/updating the ootii assets, as Tim was …
Does your Rigidbody component have Is Kinematic set to true?
You want to use a kinematic rigidbody on your character if you don't want their movement driven by physics, but you still need them to interact with the physics system.
JMR said: Using change fields node?
You could do it through the Event system, but (in my opinion) it would be more straightforward to just use a component for something like this:
using ORKFramework;
using UnityEngine;
namespace MyGame.Animation…
JMR said: I don't understand what triggers weapon idle/walk/ run states.
Just to clarify further upon what GiL wrote above:
The Combatants should have "Use Auto Animation" enabled under Automatic Move Animation (at the very end of Part 1, above). …
Yes, the Camera Controller requires the Camera as a child object. The CC acts as the physical camera rig, and the Camera itself as the lens. So you just need to set the Camera's transform back to Vector3.zero once control is returned to the player.
This is likely due to Unity 2018.3 and later versions defaulting to the .NET 4.x Equivalent scripting runtime for new projects.
When serializing any floating point numeric data types (float, double decimal), the .NET 4.x Equivalent runtime handles…
Thanks for the compliments guys!
Please let me know if you come across any errors, stuff that I've missed, incorrect screenshots, etc.... This is a long and rather complex tutorial, so it's easy to make mistakes.
And of course, feel free to ask …