I recompiled in Unity 2017.4.8f1 and have this:
http://myprintscreen.com/s/vmcw/b63c34afd4
You say in the readme:
"
When the compilation has been successfull, you can find the Makinom.dll in 'bin/Release/' in the solutions folder.
Copy the Makinom.…
tried many complicated stuff for such easy tasks and still ift is a failure:
1. tried put on my button an Interact Script for button down and on top fire too so maybe ot works somehow ...
variant A: timeline >> http://myprintscreen.com/s/vm6…
after many struggles and frustrations because I dont have a clear idea that functions over ORK or Makinom I went to basics:
- i created a test scene and i easily created transitions between buttons and canvases enabling and disabling objects and hav…
I made a new canvas and a new button with the default Unity choice.
I set up like in your example. Check here: http://myprintscreen.com/s/vm19/989962e673
I have an empty event.
What do I need to set up for that button to be clicked in ORK?
The plugi…
I succeded in showing a permanent buton with Makinom adding the schematic to the start schematic asset in game start script (though it is strange becasue what if i want more schmatics to start or more buttons ? what will I do then ? yet I didnt find…
I found this: http://forum.orkframework.com/discussion/3450/scene-change-via-button-click
Having those 2 connected and making the button in ORK would it be better ? If yes how make the button show and clicakble with action ?
@gamingislove
I found the node but I dont understand how to make it click and activate a game object. Also I want the button to be permanently on the screen and can be clickable all the time.
This is what I want to achieve.
I managed to connected …
I coppied the Shooter Template 2 days ago and opened it a complete project.
I figured it is not wise working with multiple projects as the project files might overlap.
This project work out of the box and I played with the Guis and HUDs many hours …
After I reimported all from scratch and tried just a basic stuff, the problems persist in having a new position for a box / hud.
I will give you the info to replicate the issue:
1. i use unity 2017.4.8f1
2. i copied the rogue folder in my project
3…
I found this: "Check if you’re working on a new project (i.e. not using the Finished Project) in Editor > About in the Project Summary. The Currently Loaded project should be Assets/Makinom/Project.asset, if not, please click on Create New Projec…
Unfortunatelly in my head it is a complete mess of how this works:
- the project
- the loading of projects
- and most important why when I load a backup or another projects it allways reads the default makinom project and I loose a lot of my setting…
I am pretty vexed at the moment with Makinom.
I am trying to make a simple button to show in the 2rogue finished Game and I am unable to do it.
I played with it in ORK and could do it, but here in Makinom, I do not have any menu - only saving menu w…
@gamingislove
I am not advanced programmer in C# yet. Still learning.
Form what I saw the mechanics are easier to construct in Makinom.
I understand to build the game around ORK more and use Makinom on just advanced systems. Hopefullly I will kno…
got the point with the flag thanks :)
for the other part I allready did before writing in forum this:
1. I put the code folder outside the project
2. I opened the sln with visual studio
3. I checked your tutorial and added in the framework the corr…
Is it a guide for 2018.2 for this http://makinom.com/tutorial/scripting/setting-up-project-references/ ?
Many things are obsolete and now Unity 2018.2 says this: 'The legacy networking system has been removed in Unity 2018.2. Use Unity Multiplayer a…