• @shortyyard
    Wasn't able to recreate this yet - is this happening with 2 different input keys or adding input IDs to the same input key? Tried both, though ...
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  • It was with 2 different input keys but I can't reproduce it either anymore after a restart. If it happens again I will try and record the steps.
  • In TerrainDataChanges.cs there might be an error. float[,] heightMap is stored as [y, x] but float[,,] alphaMap is stored as [x, y, a].

    The issue is in public void LoadGame(DataObject data):
    this.alphaMap = new float[ySize, xSize, aSize]; // [y, x, a] instead of [x, y, a]
    for (int x = 0; x < this.alphaMap.GetLength(0); x++) // GetLength(0) returns ySize
    {
    for (int y = 0; y < this.alphaMap.GetLength(1); y++) // GetLength(1) returns xSize
    {
    for (int a = 0; a < this.alphaMap.GetLength(2); a++)
    {
    this.alphaMap[x, y, a] = tmp[count++];
    }
    }
    }

    I don't know if it matters because if the terrain system always creates square tiles then xSize will always be the same as ySize.

    Also, this might be faster unless GetLength() gets cached:
    for (int x = 0; x < xSize; x++)
  • @TW0
    That's basically just a misslabeled loop variable, changing the outer for-loop to y and the middle to x will not make any changes to the result, since they're just variables to count the index.
    Caching GetLength of a multidimensional array shouldn't really be any noticeably faster.
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  • edited September 2024
    I think this is a Makinom bug.
    I don't know exactly how to reproduce it but it happens when I use multiple schematic layers. Every additional layer under the base layer loses connection from the starting gate node. I suspect it happens when I make certain changes to the base layer but this has only happened a 1-3 times so far so I have no idea how to reproduce it.

    Edit:
    Create a schematic with multiple layers (lets say 5) all connecting back to the base layer. Make a few nodes in each layer. Be sure to save each time you edit the schematic. In the 5th layer, create/delete a few nodes, including the node that connects back to the base layer. Again, save as you work.

    At some point during that last process, the first nodes in the previous 4 layers will disconnect from their second nodes without you realizing. This has caused me trouble multiple times as I was play testing. It has become so consistent that I now check out of habit whenever I edit a multiple layer schematic.

    I think it has something to do with delete/moving nodes, but I can't reproduce the problem reliably.
    Post edited by Dre788 on
  • I have a menu button override in the UI box that I use for the main menu. This override doesn't seem to be saved properly, because if I delete the project's Library folder or do a clean checkout from source control the override is reset to "None (Game Object)".

    There is also no change detected by my source control when I add or remove a button override.

    Here is how it's supposed to look using with the menu button override:
    image

    Here it has reset to using the default button prefab:
    image

    Here are my settings for the UI Box prefab. The first image just shows that it's a prefab variant, although I wouldn't think that would cause an issue.
    image

    The second is the settings for the UI Box component.
    image
  • @TW0
    Prefabs and other assets are referenced like in any other place in Unity, i.e. via their Unity asset GUID (from the project's asset database).
    If the reference is lost, it's most likely some issue with the prefab or it's .meta file that holds this kind of information.

    Try deleting that prefab's .meta file, which causes it to be reimported and get a new GUID/database assignment.
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  • edited September 2024
    Opps, I already reported this. I'll just edit the post above.
    Post edited by Dre788 on
  • - I have no idea if this a bug or an intended feature and it suppose to working like this.
    When I use Vector3 Lerp node and then set a float "Machine start variables" to use in the inspector.

    - Then for some reason the local variable of Vector3 Lerp node inside debug schematic doesn't get update to target value but it stuck at the same value.

    - The moment I remove the float variable from "Machine start variables" then the local variable of Vector 3 Lerp node in debug schematic working normally and it updated to the target value every delta time.

    - This really drive me crazy trying to understand why it not working and what did I do wrong or missing something.

    - Right now I just work around this by not using this node inside a schematic with "Machine start variables"
  • @Night
    Well, the machine start variables are set when the machine starts - if you e.g. use this in an auto machine that starts the machine each frame, the variable is set each time the machine starts, overriding whatever the nodes of the schematic set up.

    A workaround would be to have machine start variable and the variable used in your lerp node be 2 separate variables. E.g. at the start check if the lerp variable exists, if not, set it to the start variable's value. That way the start variable is only used the first time the machine runs and doesn't interfere with the lerp.
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  • Hello, it's been a long time but I'm still slowly working on my little game. I almost finish my first chapter. but I face an huge problem. I updated unity to unity 6 (It was a very bad idea).
    Unity throw and error about Makinom, I re-import the orkframework package, but I have some Huge error (see below).

    And now Game Menu doesn't show anymore (plus some minor change in other situations).
    Maybe I shouldn't update to unity 6, I didn't know that wasn't compatible with Makinom.

    The error is :

    Unable to update following assemblies:Assets/Gaming Is Love/Makinom 2/DLL/Makinom2.UnityUI.dll (Name = Makinom2.UnityUI, Error = 131) (Output: /var/folders/cf/tbr1rrfd7yn2hn9dz9d7llww0000gn/T/tmp6fc2f2f5.tmp)


    [AssemblyUpdater] Failed to resolve assembly UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. SearchPaths: Assets/Gaming Is Love/Makinom 2/DLL, /Applications/Unity/Hub/Editor/6000.0.26f1/Unity.app/Contents/NetStandard/ref/2.1.0, /Applications/Unity/Hub/Editor/6000.0.26f1/Unity.app/Contents/NetStandard/compat/2.1.0/shims/netstandard, /Applications/Unity/Hub/Editor/6000.0.26f1/Unity.app/Contents/NetStandard/compat/2.1.0/shims/netfx, /Users/blandine/informatique/Canelle Quest/Assets/JMO Assets/Editor, /Users/blandine/informatique/Canelle Quest/Assets/Gaming Is Love/Makinom 2/DLL, /Users/blandine/informatique/Canelle Quest/Assets/Gaming Is Love/Makinom 2/DLL/Editor, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.collab-proxy/Lib/Editor/PlasticSCM, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.ide.rider/Rider/Editor, /Users/blandine/informatique/Canelle
    Quest/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/EditorAssetResources, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Runtime/VisualScripting.Flow/Dependencies/NCalc, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Dependencies/DotNetZip, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Dependencies/YamlDotNet, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Dependencies/Assemblies/WINx64, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Dependencies/Assemblies/WINARM64, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.ext.nunit/net40/unity-custom, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.2d.animation/Editor/SkinningModule/Lib/x64, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.2d.animation/Editor/SkinningModule/Lib/ARM64, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.burst, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.burst/Unity.Burst.CodeGen, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.collections/Unity.Collections.LowLevel.ILSupport, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.nuget.mono-cecil, /Applications/Unity/Hub/Editor/6000.0.26f1/Unity.app/Contents/Managed, /Applications/Unity/Hub/Editor/6000.0.26f1/Unity.app/Contents/Managed/UnityEngine.
    [AssemblyUpdater] Failed to resolve assembly UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null. SearchPaths: Assets/Gaming Is Love/Makinom 2/DLL, /Applications/Unity/Hub/Editor/6000.0.26f1/Unity.app/Contents/NetStandard/ref/2.1.0, /Applications/Unity/Hub/Editor/6000.0.26f1/Unity.app/Contents/NetStandard/compat/2.1.0/shims/netstandard, /blandine/informatique/Canelle Quest/Assets/Gaming Is Love/Makinom 2/DLL, /Users/blandine/informatique/Canelle Quest/Assets/Gaming Is Love/Makinom 2/DLL/Editor, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.collab-proxy/Lib/Editor/PlasticSCM, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.ide.rider/Rider/Editor, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/EditorAssetResources, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Runtime/VisualScripting.Flow/Dependencies/NCalc, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Dependencies/DotNetZip, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Dependencies/YamlDotNet, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Dependencies/Assemblies/WINx64, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.Core/Dependencies/Assemblies/WINARM64, Quest/Library/PackageCache/com.unity.burst, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.burst/Unity.Burst.CodeGen, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.collections/Unity.Collections.LowLevel.ILSupport, /Users/blandine/informatique/Canelle Quest/Library/PackageCache/com.unity.nuget.mono-cecil, /Applications/Unity/Hub/Editor/6000.0.26f1/Unity.app/Contents/Managed, /Applications/Unity/Hub/Editor/6000.0.26f1/Unity.app/Contents/Managed/UnityEngine. Exception: Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
    at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
    at APIUpdater.Framework.Core.AssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/Core/AssemblyResolver.cs:line 29
    System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
    ---> Mono.Cecil.AssemblyResolutionException: Failed to resolve assembly: 'UnityEngine.UI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'
    at Mono.Cecil.BaseAssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters)
    at APIUpdater.Framework.Core.AssemblyResolver.Resolve(AssemblyNameReference name, ReaderParameters parameters) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/Core/AssemblyResolver.cs:line 29
    at Mono.Cecil.DefaultAssemblyResolver.Resolve(AssemblyNameReference name)
    at Mono.Cecil.MetadataResolver.Resolve(TypeReference type)
    at Mono.Cecil.TypeReference.Resolve()
    at APIUpdater.Framework.Util.CecilExtensions.GenericParametersFor(TypeReference type) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/Util/CecilExtensions.cs:line 428
    at APIUpdater.Framework.Util.CecilExtensions.GenericArgumentsFor(TypeReference type) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/Util/CecilExtensions.cs:line 571
    at APIUpdater.Framework.Util.CecilExtensions.AsReferenceSpec(TypeReference self) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/Util/CecilExtensions.cs:line 273
    at AssemblyUpdater.Steps.MoveToNamespace.Visit(TypeReference typeReference, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/AssemblyUpdater/Steps/MoveToNamespace.cs:line 23
    at Unity.Cecil.Visitor.Visitor.VisitTypeReference(TypeReference typeReference, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 570
    at Unity.Cecil.Visitor.Visitor.Visit(GenericInstanceType genericInstanceType, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 492
    at Unity.Cecil.Visitor.Visitor.VisitTypeReference(TypeReference typeReference, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 552
    at Unity.Cecil.Visitor.Visitor.Visit(MethodReference methodReference, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 348
    at Unity.Cecil.Visitor.Visitor.Visit(Instruction instruction, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 416
    at Unity.Cecil.Visitor.Visitor.Visit(MethodBody methodBody, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 390
    at Unity.Cecil.Visitor.Visitor.Visit(MethodDefinition methodDefinition, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 306
    at Unity.Cecil.Visitor.Visitor.Visit(TypeDefinition typeDefinition, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 247
    at Unity.Cecil.Visitor.Visitor.Visit(ModuleDefinition moduleDefinition, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 223
    at Unity.Cecil.Visitor.Visitor.Visit(AssemblyDefinition assemblyDefinition, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 217
    at AssemblyUpdater.Steps.AssemblyUpdaterStepBase.Visit(AssemblyDefinition assemblyDefinition, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/AssemblyUpdater/Steps/AssemblyUpdaterStepBase.cs:line 21
    --- End of inner exception stack trace ---
    at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
    at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
    at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
    at Unity.Cecil.Visitor.Visitor.Visit[T](T node, Context context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Visitor.cs:line 195
    at Unity.Cecil.Visitor.Extensions.DoAccept[T](T definition, Visitor visitor) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Extensions.cs:line 57
    at Unity.Cecil.Visitor.Extensions.Accept(AssemblyDefinition assemblyDefinition, Visitor visitor) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/APIUpdater.Framework/External/Unity.Cecil.Visitor/Extensions.cs:line 9
    at AssemblyUpdater.Steps.AssemblyUpdaterStepBase.Apply(AssemblyUpdaterContext context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/AssemblyUpdater/Steps/AssemblyUpdaterStepBase.cs:line 16
    at AssemblyUpdater.Core.AssemblyUpdaterPipeline.RunUpdateRound(AssemblyUpdaterContext context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/AssemblyUpdater/Core/AssemblyUpdaterPipeline.cs:line 42
    at AssemblyUpdater.Core.AssemblyUpdaterPipeline.Run(AssemblyUpdaterContext context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/AssemblyUpdater/Core/AssemblyUpdaterPipeline.cs:line 29
    at AssemblyUpdater.Application.Program.UpdateAssembly(UpdateOptions config, AssemblyUpdaterContext context) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/AssemblyUpdater/Application/Program.cs:line 111
    at AssemblyUpdater.Application.Program.<>c__DisplayClass0_0.b__1(UpdateOptions o) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/AssemblyUpdater/Application/Program.cs:line 72
    at CommandLine.ParserResultExtensions.WithParsed[T](ParserResult`1 result, Action`1 action)
    at AssemblyUpdater.Application.Program.Main(String[] args) in /Users/bokken/build/output/unity/Unity.Compiler/src/Unity.APIUpdater/AssemblyUpdater/Application/Program.cs:line 58
    Following assemblies were successfully updated but due to the failed ones above they were ignored (not copied to the destination folder):Assets/Gaming Is Love/Makinom 2/DLL/Editor/ORKFramework3Editor.dll (Result = 0) (Output: /var/folders/cf/tbr1rrfd7yn2hn9dz9d7llww0000gn/T/tmp7d21ff97.tmp)

    Assets/Gaming Is Love/Makinom 2/DLL/Editor/ORKFramework3Editor.UnityUI.dll (Result = 0) (Output: /var/folders/cf/tbr1rrfd7yn2hn9dz9d7llww0000gn/T/tmp7c3c828c.tmp)

    Assets/Gaming Is Love/Makinom 2/DLL/ORKFramework3.UnityUI.dll (Result = 0) (Output: /var/folders/cf/tbr1rrfd7yn2hn9dz9d7llww0000gn/T/tmp71070f30.tmp)

    Assets/Gaming Is Love/Makinom 2/DLL/ORKFramework3.dll (Result = 0) (Output: /var/folders/cf/tbr1rrfd7yn2hn9dz9d7llww0000gn/T/tmp2bcb433d.tmp)

    Assets/Gaming Is Love/Makinom 2/DLL/Editor/Makinom2Editor.UnityUI.dll (Result = 0) (Output: /var/folders/cf/tbr1rrfd7yn2hn9dz9d7llww0000gn/T/tmp2e1b80d5.tmp)

    Assets/Gaming Is Love/Makinom 2/DLL/Editor/Makinom2Editor.dll (Result = 0) (Output: /var/folders/cf/tbr1rrfd7yn2hn9dz9d7llww0000gn/T/tmp3f94c613.tmp)
    Assets/Gaming Is Love/Makinom 2/DLL/Makinom2.dll (Result = 11) (Output: /var/folders/cf/tbr1rrfd7yn2hn9dz9d7llww0000gn/T/tmp6551acf1.tmp)
    [AssemblyUpdater] Member 'System.Void UnityEngine.Rigidbody2D::set_velocity(UnityEngine.Vector2)' replaced with 'System.Void UnityEngine.Rigidbody2D::set_linearVelocity(UnityEngine.Vector2)' in method 'System.Void GamingIsLove.Makinom.Rigidbody2DMoveComponentType::ChangePosition(GamingIsLove.Makinom.MoveComponentSettings/Instance,UnityEngine.Vector3)'.
    [AssemblyUpdater] Member 'System.Void UnityEngine.Rigidbody2D::set_velocity(UnityEngine.Vector2)' replaced with 'System.Void UnityEngine.Rigidbody2D::set_linearVelocity(UnityEngine.Vector2)' in method 'System.Void GamingIsLove.Makinom.Rigidbody2DMoveComponentType::ZeroMove(GamingIsLove.Makinom.MoveComponentSettings/Instance)'.
    [AssemblyUpdater] Member 'UnityEngine.Vector2 UnityEngine.Rigidbody2D::get_velocity()' replaced with 'UnityEngine.Vector2 UnityEngine.Rigidbody2D::get_linearVelocity()' in method 'UnityEngine.Vector3

    GamingIsLove.Makinom.ComponentHelper::GetRigidbodyVelocity(UnityEngine.GameObject)'.
    [AssemblyUpdater] Member 'UnityEngine.Vector2 UnityEngine.Rigidbody2D::get_velocity()' replaced with 'UnityEngine.Vector2 UnityEngine.Rigidbody2D::get_linearVelocity()' in method 'System.Void GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode::Execute(GamingIsLove.Makinom.Schematics.Schematic)'.
    [AssemblyUpdater] Member 'System.Void UnityEngine.Rigidbody2D::set_velocity(UnityEngine.Vector2)' replaced with 'System.Void UnityEngine.Rigidbody2D::set_linearVelocity(UnityEngine.Vector2)' in method 'System.Void GamingIsLove.Makinom.Schematics.Nodes.ClampTransformNode::Execute(GamingIsLove.Makinom.Schematics.Schematic)'.
    [AssemblyUpdater] Member 'System.Void UnityEngine.Rigidbody2D::set_velocity(UnityEngine.Vector2)' replaced with 'System.Void UnityEngine.Rigidbody2D::set_linearVelocity(UnityEngine.Vector2)' in method 'System.Void
    GamingIsLove.Makinom.Schematics.Nodes.RigidbodyChangeVelocityNode/Runtime::Continue()'.
    [AssemblyUpdater] Member 'System.Void UnityEngine.Rigidbody2D::s
  • edited November 2024
    @Canelle Go to %appdata%\Unity\Asset Store-5.x, delete the GamingIsLove folder, then re-download and re-import from a Unity 6 package manager instance.

    You likely still have the pre-Unity 6 reference version downloaded which is why there are dll errors.

    ORK is compatible with Unity 6, I am using it in a few projects without issue doing the above.
    Post edited by Acissathar on
  • edited November 2024
    @Acissathar Thank you for the advice. I deleted the folder, re-downloaded orkframework and re-import it through a Unity 6 window. But the problem is still the same. I have this error when importing and Menu screen doesn't show in game when called.


    Edit : I tried to call to menu screen through a shematic and the Call Menu screen Node. It works. But calling the menu through a Key doesn't work. But other key (move, sprint, interact... ) are working.

    I think I found out the problem of the menu screen. For opening The menu, I use M key. Since I'm french, I use an AZERTY keyboard. The M key is on the second line of character. But if I press the key right of N (which is ? for me), the menu opens !! It seems that there is a problem with using other keyboard than QWERTY.
    I didn't have this problem for the past two years. Maybe there's some setting I have to change in unity 6 ?

    But I still don't understand the error in importing makinom.
    Post edited by Canelle on
  • @Canelle
    Canelle said: Unable to update following assemblies:Assets/Gaming Is Love/Makinom 2/DLL/Makinom2.UnityUI.dll
    This error can be ignored, Unity tries do update scripts and naturally fails updating a DLL file. It doesn't impact anything.

    As for the input key issue, how's that set up? E.g. if you use Key Code and it uses the wrong key, that's definitely a Unity issue.
    Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found.
    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • @gamingislove Thanks for the answer. I don't understand at all this key bug. I don't have key problem in the unity editor. But in running game, the game act as if I have a qwerty Keyboard instead of my Azerty. So I changed all the Key Code to use only keys which are the same on Qwerty and Azerty Keyboards.
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