Yes, that's it. I was mounting Player to "SIT_POINT" inside Bench prefab. Thanks, now I'm unmouning player after he stand up and everything works fine :) I just didn't realize that mounting player to game object inside prefab with event will do some…
Oh, I found a script on ORK Forum:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ORKFramework;
public class ORKFallDamage : MonoBehaviour {
public int val;
public int health;
public float lastPosition;
…
gamingislove said: Or, try adding this component to your main camera (that's spawned later):
Oh my god, you are a life saver! Thank you very much! It's working now. Again, thank you :) Now my UI will look better :)
The player's prefab includes a camera with the tag "MainCamera", because I wanted to be able to animate the player's character with the movement of the camera, in addition, the camera script also requires the camera to be on the player. A camera wit…
Yes, but the same is happening. Now that I've turned off Screen Space Camera, it all works fine. I guess if there was only one camera with a MainCamera tag, it would all work, but unfortunately I can't give up the WeaponCamera because the weapons ca…
I found what the problem was. I had two cameras - one was for rendering the world, the other one showed only the weapon (it's a FPP game, so it had to be this way so that the weapon didn't penetrate the walls). I was using Screen Space Camera for th…
I made sure the UI is not blocked. Still the same. The player has the "Character" layer, the weapon has the "Weapon" layer. I've already checked in "Click Interactions" - I have the "Default" layer set. I don't think it has anything to do with anyth…
https://ibb.co/N3QmMrz
There is "Clear Move AI Target", but there is no "Check Move AI Target". I was searching for "Check Move AI Target" using "Search" but also found nothing
gamingislove said: That might be their battle AI - I'd recommend checking move AI for detected targets in the battle AI.
E.g. check this part of the 3D Action RPG tutorials.
Umm... Yeah, but this is a tutorial for ORK 3. I'm using ORK 2.
Oooh ok, I see. Now I set to ONLY detect by Sight and it works.
But when there is Movement and Sight, enemy knows where Player is, even when I'm not moving or just walking (Player combatant walk speed is 1 but in Movement Detection I have "Minimum …
MarcioHan said: When using "All" needed it's using only one Move Detection, not two and this is what I want. For example, I add another Move Detection based on Movement but with Additional Range Check at 20 range. It's not working. Same thing with M…
Yeah, I did it couple of times. "Head" objects are on the middle of characters.
Yeah, I want my enemy to detect player when he moves faster than 3 world units per second + to detect through raycast (Sight).
When using "All" needed it's using only …
Yeah, so when I have Real Time Battle Area (Scene), enemy is using Sight but he see me even through walls. So something is not working with Raycast. All of my walls are set as "Default" so Raycast should work fine. But it's not. When I'm not using R…
gamingislove said: Can you give more details on your move detection setups?
Also, for the raycast line of sight check, make sure the layer setup is correct, e.g. only checking on layers that is used for things that can block view, e.g. the level ar…
LOL funny thing. When I set "Move Detections Needed" to "One" finally all of the Move Detections are working. Is this a bug or maybe I misunderstood something?
Oh, ok, I just saw that when I have two Move Detections (one with Sight, one with Movement) and I checked "Move Detections Needed" to "All", only one of these Move Detections will be active. The second is ignored by the enemy. I don't know why is th…