@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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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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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.
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:
Here it has reset to using the default button prefab:
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.
The second is the settings for the UI Box component.
@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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- 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
@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.
@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.
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.
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@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.
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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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++)
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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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.
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:
Here it has reset to using the default button prefab:
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.
The second is the settings for the UI Box component.
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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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"
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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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
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.
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.
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.
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