I tested this and should work.
I use this in Items to track Inventory Gri…
I found the good thing to look for stuff like that is Source code for Event Steps.
The item should be auto removed/added to inventory if you select appropriate settings when calling Equip/Unequip.
Yes with drag and drop In demo.
Well actually at first I tried this with code on custom UI. Something like this:
void AssignShortcut(UI_Cell _Cell, IShortcut _Item)
ShortcutSlotAssignment _ShortcutSlotAssigment = new Sh…
The cleanest way to do this would be to set Rigidbody to Kinetic. You can do this via send message and custom code on characters, or you could write your own Event that takes selected combatants data and set's it's rigidbody to kinetic.
The simpler option would be for you to add a simple plane in the editor and disable the mesh renderer. So you have invisible collision to support characters.
If you need more complex invisible collision, you can also use ProBuilder which beca…
Sometime during turn based battles when combatant dies I get this error message.
"Stop" can only be called on an active agent that has been placed on a NavMesh.
I'm not sure what you mean by free look camera but you can use Camera Positions or Cinematics to show this:
I'm not sure if Unity fixed this in newer versions, but Animation events would not fire if there was a sudden drop in FPS or other similar issue, and animation jumped over event frame. Which was fine for something like calling a sound or activating …