Shadow_Fire

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Shadow_Fire
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  • Oh yeah, changing the input ID makes more sense. I just realize ork, or at least in my version, doesn't have Input ID, so can't change it through ID for it. Since I'm using a mouse and keyboard, xbox controller, and ps4 controller, each of them hav…
  • Mannnn you are doing God's work, Gil. Super excited for everything. After my current project is finished, I can't wait to do a new project in Makinom 2. Especially cant wait to use the live debugging in action.
  • Block selection and node group are awesome! Phew can't believe the node editor has come so far. Now if only there is also a live debugging, so my life can be made so much simpler when looking at my huge schematics to see why it is not working :D
  • To do so, in your event, just add the CHECK HEIGHT DIFFERENCES. :) From Object: Player To Object: the moving game object Enable IS ABOVE. Enable MAXIMUM. Now, let's say you put the minimum as 0 and the maximum as 10, then now within those two value…
  • Sweet, thanks for the info!
  • Oh yeah, I forgot to ask another thing. Does disable nodes which are connected to other node have any impact to performance? And how about nodes which are not connected to anything?
  • Ah thanks! I get it now :)
  • Ohhh I see. To be sure, so in the tick schematic, at the end just add the RESTART SCHEMATIC, right? Also, will it work with the auto schematic too? So that instead of looping the last node to the first, just add the restart schematic at the end. …
  • Good news, thanks!
  • Ahh I finally find the culprit. It was the EditorData.asset in the Makinom folder. Deleting it and opening up Makinom again so it can create a new one solved the problem. Only the last opened schematic option history is deleted, but that is a onl…
  • I once had a similar issue as you guys. Exit play mode, on the mesh in the inspector, check the Mesh section to see if, instead of having your game object's mesh, it has Combine Mesh. If it does, change it back to your game object's mesh.
  • Yeah that is also one method, Wrofir. Corfvyn, if you go this route, an addition after you alter the pivot point in blender is to also get the normal of the raycast and use it in the quaternion.FromToRotation method to always rotate the apple so th…
  • I don't think Ork can do that. With Makinom, it could, but I'm still trying to figure out how to do it in there. When the raycast hit a point, you need to figure out how to offset the position of the apple in the opposite direction of the hit poi…
  • Sure, it's very easy to do too. https://www.dropbox.com/s/75amk9r9q1j1rq4/dfdgrtrg fgb.PNG?dl=0 This time, in the raycast node, disable the USE INPUT. Go all the way down to the LAYER MASK, click the EVERYTHING so that a list will pop out and tick…
  • In your event, just add in all the nodes in the picture. https://www.dropbox.com/s/vrsth3jbcdmxlbd/dfdfgdafd fd fd af dafd.PNG?dl=0 In the raycast node, just set a variable name in the VARIABLE KEY. Enable Use Input and enable USE CLICK. All the …
  • Yeah, I also enabled isKinematic and removed the rigidbody completely but that still didn't work. The reason I have a feeling it is not because of gravity is because if I create a target cube and put it above the gameobject and use the cube as the t…
  • Gil, in the change position node, I think moving along the y value is broken. I tried changing the position of an object along the y value, local space available, move enabled, move by speed, but it does not work at all. I can move along the other t…
  • Thanks, Gil! I have never tried out the tagged machine before, so this is my first time doing it, but I am liking the technique so far.
  • Its cause I am not creating an RPG, but a horror game where there is only one ghost in the scene that is chasing you. My ghost ai is huge and complex. There are basically currently 5 states, each with a lot of stuff inside, checking a lot of condi…