• @gamingislove, can we have an option to set an alternative shortcut key to open the editor when both ORK and Makinom are installed? I use the ORK editor much more frequently, but the shortcut always opens the Makinom editor.
  • SK1SK1
    edited November 2017
    @gamingislove
    Request development of a plug-in that supports Game Kit Controller
    https://www.assetstore.unity3d.com/en/#!/content/40995
    Post edited by SK1 on
  • A node for changing the Profile of a camera's Post Processing Behavior would be handy. (Unless there's already a good method for this?)
    Tactics RPG Grid Battle System for ORK
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  • @Kirb
    That'll be possible in the next update using the function nodes, which will allow access to nested fields/properties/functions.
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  • Hope to join the multi-language translation function: I would like to translate the ORK and Makinom is parameters and notes into Chinese
  • edited May 2018
    I guess following on from the post about blendshapes, it would be great to have an ORK or Makinom action to animate blendshape weights.
    Being able to set certain configurations of blendshapes and storing them as facial expressions would be fabulous as well.
    If you need some character to test it with I will gladly provide one of mine.

    image
    Post edited by Natnie on
    image
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  • edited July 2018
    Being able to have a curve as an Interpolation option in Move Position would be super useful; sometimes I need finer control than a simple EaseIn/Out.

    Edit: Duh, Curve Move exists for this very purpose, lol.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • Play Sound step for both Makinom and ORK would benefit from having a 'Delay for X seconds before playing' option; it saves a lot of effort in trying to place waits with exact timings and moving everything else around.
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  • edited July 2018
    Plug-in functionality request:

    If I'm calling a Makinom machine from ORK, it would be so, so, so helpful if I could set local variables for that machine. It means difference between me creating 10 different machines, or creating a single machine with a variable fork.

    I can technically use object variables to work around this, but it's a little more convoluted than I'd want it to be.
    Post edited by Kirb on
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  • Would be great if we can somehow comment inside the nodes or something, instead of using an extra comment node. My ai schematic is getting bigger and bigger, with nodes and variables everywhere, to the point where sometimes I don't even remember what they are days later until I read the comment nodes next to them. Having the comments inside the nodes itself will not clutter the whole schematic.
  • edited February 2019
    Show Flying Text should probably have a method to kill/interrupt any already-spawned Flying Text above an Actor.

    For example, let's say we have an enemy that taunts you via Flying Text dialogue. He also goes 'AUGH!' when you strike him.

    Currently, the both the taunt and the AUGH text overlap each other when you attack him while he's taunting.

    Edit: Although, I could ACTUALLY probably just use a regular dialogue? But I seem to remember that I use Flying Text because I could Mount the dialogue on a moving Actor, which I don't think is possible with regular dialogues?
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • edited February 2019
    @Kirb
    You can show dialogues at the position of the speaker (i.e. enable Use Speaker and Display At Actor), which should follow the actor's movement as well.
    Anyway, I'll check it out, maybe just an option to add flying texts to selected data or something like that would allow you more control (e.g. destroying them) for this.
    Post edited by gamingislove on
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  • edited March 2019
    image

    For schematics, do you think we could get an option to set a custom float as time scale ?

    We have a Time Stop/slow mechanic, but we don't want to slow/pause ALL makinom events; only specific things. We operate it on a custom value that isn't Makinom Or Unity's time scale, so currently it's impossible for us to have, for example, a complex moving platform created using a Makinom schematic that can be 'paused' at any moment without stopping all of Makinom.
    Post edited by Kirb on
    Tactics RPG Grid Battle System for ORK
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  • edited March 2019
    @Kirb
    Schematics already have their own time scale - these settings are only there to also take the Makinom and Unity time scales into consideration (i.e. scaling the schematic's time scale by Makinom and Unity time scales).
    A schematic's time scale is 1 at the start, you can use a Change Time Scale node with the Schematic time origin to change it whenever needed.
    Post edited by gamingislove on
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  • edited March 2019
    @gamingislove
    Ah, but a Change Time Scale node wouldn't quite work in this case; the time stop changes from outside the schematic.

    For example: Let's say I have a platform that moves from left to right using movement nodes, and every time it reaches the furthest left or right, it 'tips' and pours water by using rotation nodes and emitting particles also on the object.

    The Player comes in, and uses their Time Stop ability right as the platform is tipping and pouring water. We would need the Platform's schematic to freeze RIGHT at that moment, in the middle of whatever node is going, and not progress until we change the time scale again.

    Unless I had some sort of 'concurrent' node in the schematic that was checking for the timescale every .1s, I don't think that'd be possible...

    ---

    But every schematic does have their own unique time scale? If that's the case, is there a good way to modify it via code as the schematic is running? Perhaps then we could put a small script on the same gameobject as the machine we want to affect, that checks for the Timestop and sets that particular schematic's time scale as it happens.





    Post edited by Kirb on
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