That worked! For future reference, the way to do this seems to be to remove the desired asset from ~/Library/Unity/Asset Store/ (on a OSX) or C:\Users\accountName\AppData\Roaming\Unity\Asset Store (supposedly, on Windows). Re-downloading and re-impo…
Too bad. Do you think creating my own extension to do this would be feasible (or reasonably accessible)? Could you give me some pointers on where to start? The way I'm looking at it (not sure if this could work) is that I'd need to:
1) prevent the m…
Hello, sorry for reopening an old thread but I still need clarification on the matter and thought it was best not to open a new one.
First things first: I'm trying to use as much as ORK's features as I can and trying to integrate my own scripts in …
Thank you very much! I was stuck on other stuff so I postponed these details but will be working on them in the next few days. I'll mark the thread as solved
1) The thing is, I don't want the combatants to be placed at a fixed spot if they're joining the by getting inside the range (since everything is moving around, including said combatant, either by move AI or directly controlled by the player). I wan…
Thank you! This solved the issue at hand. However, for a more general purpose, is there a way to "directly" control a specific combatant's move AI behaviour during a battle (but before its turn)? For example, to change the behaviour in different con…
Unfortunately I already downgraded to Unity 2017.1.3 again, but I checked this with an empty project importing just ORK on 2017.3. I'll make a new one to check this in the next few days and send it to you. Thanks =)
I'm getting the reload error on every screen. The text field issue, at a closer but not incredibly detailed look, seems to only happen with the name field.
For the time being I solved this using a custom button "Interact" which points to a static function IsPressed checking if a "CustomButtonPressed" game variable on the player is true or false. I set this from a global event called by the button I'm p…
Thanks for your quick reply as always!
1) that's what I figured, so I better keep using that? It doesn't seem to work/behave as expected with enemy groups, so this only works the way I want it for the player group. I don't think I'm going to displa…
Yes, the names are coming from my player group members and they usually appear upon selection (when choosing with player "A" the appearing unwanted namebox contains the "A" name). The unwanted GUI boxes are all in the same position though, with vari…
No it's not. Here's a screenshot showing both, the "unwanted" one is highlighted in the scene view. By cycling through the "unwanted" Name Boxes I see they have the same horizontal alignment (to the right border of the battle menu) as the one from b…
Yes, the player object has a rigidbody associated with the capsule collider. It's more of a habit though, as it has no role in the collision manager script. I think the script would work the same without it. I'm not sure if the performance issue wit…