AFAIK this can be done using an interaction machine component within Makinom.
It has the capabilities to initialize the local variables of the schematic it starts to defined values.
I see you'd wish to do this in raw code instead, however I'd like t…
O.K., appreciate your clarification GiL.
Upon closer inspection I also understand now that the tabbed features aren't identical as I previously thought to be in regards to functionality between ORK & Makinom. Obviously this is why the ORKMakin…
aileigh37 said: what I just learned is not sticking in my brain.
Me too, so I discovered this tool called: Spotlight Inspector, by Takion Studios in the Unity Asset Store, that I'm sure will help with my memory because it has a History feature that …
aileigh37 said: I'm having some early difficulties understanding the logic behind why I do some of what I'm do
Hi I'm going through the tutorials also and came across the same analogy (Makinom & ORK in my case).
I was noticing systems in schemat…
kwiknip said: streamline the scene setups with less clutter between the two so that there's fewer icons stacked upon each other in the scene view
Example screen shot:I'm aware the scene gizmos can be resized or turned off so that they don't complete…
kwiknip said: I followed the install instructions for ORKMakinomConnectionPlugin v1.0.7 but when I go to Makinom/Editor/PlugIns that section is dimmed out.
Wow, just discovered Makinom shows the ORKMakinomConnectionPlugin integration events via its …
T/U GiL,
I'm still evaluating Makinom Free+ORK Trial, and currently using them in Unity 2017.1.0f3 release. Decided to experiment a little with using Makinom with other assets to get a feel for how well it coexist in my workflow.
I have CineMachi…
I was afraid to here that but I understand why betas aren't fully supported.
This is a special situation for us macOS users because Apple is abandoning OpenGL in favor of Metal, so I'm committing to that now and getting a head start with it in Unity…