that was exactly the issue. i updated unity last night. and errors went away .
Ty for the excellent support.
So now the only thing to figure out in ork is the AI for realtime battles .
I learn that and i think i am ready ! :D
I actually had no idea i wasnt using latest version
After updating it works ! i can click on the hotkey and it responds !
Although update broke some things which i am now trying to fix . thanks :)
sorry for the long wait , i was very busy .
I made a video of my settings of everything that seem relevenat .
I hope you can pinpoint the problem . many thanks.
https://youtu.be/fYV3K-jzzcI
that was actually my first guess too .
but nothing is blocking it i checked like 10 times , i have 2 hud ,first one is player health which is shown on top left , second one is hotkey bar on lower right .
the created hud in runtime are all images …
Nah, didn't watch the video - did now ... I didn't see a Damage Zone attached to your enemy's prefab. Without it, there's no way for the damage dealer to deal damage when hitting the enemy.
Thanks gamigislove , that was exactly what i was missing , …
Naturally, the Collision start types only work with Is Trigger disabled, the Trigger start types only work with Is Trigger enabled. That's basic Unity physics :) Did i say otherwise ?
dlevel asked me to try that scenario with "collision enter" and …
I m not on my Dev PC, but try to change your collision type to Collision enter instead of Trigger enter, like in my first screenshot.
I did that before . Putting it to "Collision Enter" and disabling the "Is Trigger" of the collider , just pushed m…
Make sure there's a rigidbody involved somewhere (either on the damage dealer or damage zone game object - or both).
I got rigidbody component in both projectile prefab and my enemy .
these settings work for me:
https://postimg.org/image/o6is291zn/…
Thanks both of you . I actually ended up using "block player Control" node .
Now i faced another problem , My ability projectile doesnt collide with the enemy.
My projectile and ability is setup just like the "Throwing a fireball " tutorial , Sph…
Are you sure this is the correct way ? that doesnt seem like a good idea to me , what if i want to rotate my character while casting , or cancel casting ?