You can modify the gravity settings in game settings I think. This will let the player hover a little on the descent. Ironically -9.81 doesnt feel 'real', just tinker with it until you get the feeling you are looking for - and add a landing animatio…
Item collector with an end game interaction event. The event starts a dialogue to equip the item, if no it goes to inventory, if yes, it is supposed to equip it to the specified equipment part. Maybe you know an easier way to do that?
Ok that explains that, but is there a way for me to specify the equipment from the pickup item? I could work around this by creating a event for every item but I was trying to see if there was a way to use one event for at least each item type...
It is disabled. When try entering a battle with it enabled, the party spawns behind the player as it should. However when I enable it, the party is spawning facing the camera within the enemy combatant range. Im not sure if it is due to having batt…
In my case I have 2 experience attributes, one for the player and another for the weapon, how do I set each one so they use the correct experience attributes?
Nice, that works. I have another issue, I dont know if I should create a new thread but here goes:
I am trying to level up my weapons in the real time battle setting but having no success. My character does himself level up but I am trying to have t…
I recommend turning on gizmos in unity and then running the game and adjusting the settings in the game as you like them. It helps you get a better feel of the settings as you're changing them.
For the mecanim animation bug, i find that its best to do a stop combatant idle animation followed by a brief wait then play the animation. Also, i use the combatant animation event instead of mecanim animation. The Mecanim animation event is very r…
I recently updated to ORK 2.16 and i'm having an issue with the animations. The character is playing mecanim animations from a different animation setup, i even deleted the animation from the animation controller but its still playing.
One way to define a range is to use it it in a formula. How i did it: ATK *(random value range .75-2). So basically if your sword attack is 10, you will hit anywhere from 7 - 20.