KESHYAS

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KESHYAS
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  • Thank you for your response! I was curious about whether I needed to stick to .NET 3.5 version when compiling DLLs, and now my curiosity has been resolved. :)
  • The reason I'm asking is because the dependencies of the source code's core, editor, and framework are targeted at the .NET Framework 3.5 and Unity subset v3.5. Therefore, I'm curious to know if there would be any issues in upgrading the version of …
  • Thank you for your response. If I change the DLL files in the reference folder (unityeditor.dll, unityengine.dll, unityengine.ui.dll) to the latest versions that support .NET 5 or higher, would it be possible to compile the source code? In other wor…
  • When I upgraded the .NET version of Ork 2(3.5 to 4 or higher), countless errors occurred. It seems that modifying the code will be necessary to upgrade the project's .NET version. From a long-term perspective, it seems this process will be essential…
  • Through searching, I found out that .NET 3.5 cannot be used on MacBooks or ARM64 architectures(vmware etc). Can I build the source code of Ork2 in .NET 4 or 5 versions?
  • solved: quality setting was set to low
  • perfect support! Thanks always
  • appreciate. 1) 2) 3) thanks! 4) I've checked that all references are already set. so Should I just build each group (ork, editor, core) to dll and use it? (after code modification) (because you recommend using dll, not sourcecode) 5.when i build n…
  • thank you. 1. Then, preveously i opend Visual Studio with sourcode.zip, modify orkframework files and then packaging as dll is not necessary? If i just unzip the source code and place the folders in the project (ork,editor,core), Can those folders …
  • Thank you for quick response. I am not sure whether I should go to Ork 3 in Current Ork 2. I should modify Numerous event assets to schematic event. and Worried about whether my Ork2's custom modified scripts can convert to Ork 3 so, 1. Is Ork3's …
  • public void com1 (string t) { compressedData = new GZipCompression ().CompressString ( t ); } public void dec2 () { decompressedData = new GZipCompression ().DecompressString (compressedData); DataObject testDat…
  • Wow, this is magic. reduced to 70,000 bytes > 10,000 bytes. Thank you very much. Ork has all the features I want! I have an additional question. 1. In the current server, there is data of other players stored as json. Can I call DecompressStrin…
  • Wow. Thank you! Sorry for asking again before checking this. when i save DataObject saveData = ORK.SaveGame.GetSaveData(); jsonConvert.serialize(saveData); i use it above code (using json converter) Can I use the plugin in my case too? GetSaveD…
  • Thanks for the detailed answer!! 1. If so, I'm not going to run both effects at the same time, or I'll have to adjust the time. 3. thanks! My code is like this. enemyCombatant = new Combatant (enemy, false, new Group (2)); enemyCombatant.Object.…
  • 1) Thanks!, I solved it using two battle ai. Can nodes such as check turn be used in real-time battles? (Not turn-based)
  • it's cool! thanks!
  • I am not familiar with English, so I am not good at expressing it. Sorry I tested it several times, but it seems to be a copy related problem like variableHandler.savegame(Loadgame(dataobj();). Currently it works fine with the "ALL" option, but thi…
  • 1) In the equipmentVariable Setting of my weapon, 2 float variables and 2 string variables are set. And use that variable in the init event. When I use the savegame menu> game variable "all" it works fine without any problems. But if I change it…
  • Thank you for answer In fact, it seems to have been executed twice by writing it like if (combatant.Status.IsDead) { /// } my mistake..