You found a bug in ORK Framework 3?

Please report them in this thread!
If you encountered an error message in Unity's console - please add them as a quote.
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  • i think it's a bug ?
    it shows on an empty slot instead of a full slot.
    group-menu
  • edited February 5
    Not really a bug - more like a missing feature, will look into it :)

    Edit: Actually, no, everything works as it should.
    The Group Content Layout settings (should probably change the name) is used for the empty and back buttons.
    The combatant buttons are managed by the Combatant Choice Layout settings of the part :)
    Post edited by gamingislove on
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  • Oh ok !
    Yeah since there was the 'empty slot' settings just under, it mislead me.
    Thanks !
  • edited February 11
    ORK3 3.1.0/Unity 2021.2.9f1
    The following errors have occurred.

    1: Add a StatusValue and enter the play mode.
    2: Display the PlayerCombatant inspector.

    IndexOutOfRangeException: Index was outside the bounds of the array.
    GamingIsLove.ORKFramework.Combatants.CombatantStatus.get_Item (System.Int32 index) (at <31ca37af20c44b2abe529fbc3bdcbc7d>:0)
    CombatantComponentInspector.ComponentSetup (GamingIsLove.ORKFramework.Components.CombatantComponent target) (at <8aa19607dbb3479bb57dcbe84fb580c1>:0)
    CombatantComponentInspector.OnInspectorGUI () (at <8aa19607dbb3479bb57dcbe84fb580c1>:0)
    UnityEditor.UIElements.InspectorElement+<>c__DisplayClass59_0.<CreateIMGUIInspectorFromEditor>b__0 () (at <d89c608915944df18d05e069483f8332>:0)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
    Post edited by joeee19 on
  • @joeee19
    Hm, the only way I get this error is when I add the status value while playing, which is not supported.
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  • edited February 11
    gamingislove said: Hm, the only way I get this error is when I add the status value while playing, which is not supported.
    Playing?
    What do you mean?

    I have not added Status while in PlayMode.
    I stopped the editor and added the Status Value from the ORKEditor.
    I copied it from DEF Value.
    I need a new StatusValue because I need to delimit the InventorySpace with a Combatant.
    Post edited by joeee19 on
  • This seems to happen when the ORK Editor is fixed to the Unity Editor Tab.

    I removed it from the Tab and the error went away.

    I usually keep the ORK Editor pinned to the Editor Tab because it's a pain to press Ctrl+Alt+M every time I open the ORK while developing a game.
    Can you make it so that I don't get the error when I keep it pinned to Tab?
  • @joeee19
    Ah, yeah ... know I also get this error, but only if I have the editor pinned somewhere it's visible when entering play mode. E.g. if it's attached to the same tabs as the 'Game' view, it doesn't happen.
    I'll fix it in the next update.
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    If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
  • I am working through the tutorial 3D playground, battle start/end schematics.
    I had a very hard time finding the "Game Over" settings.
    They only showed when the Beastiary Settings > Use Bestiary was clicked.
    Looks like this box is improperly nested in the bestiary?
  • @dign
    Yeah, that's a display bug - will be fixed in the next update.
    Thanks for reporting :)
    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!
  • edited February 18
    Unable to run a very simple empty scene with OrkGameStarter and AutoMachine. This error is thrown. I've been fiddling with this problem for a long time and came to the conclusion that for some reason Maki.Game.Player(PlayerHandler) is null and auto machine can't get it.

    NullReferenceException: Object reference not set to an instance of an object
    GamingIsLove.Makinom.Components.AutoMachineComponent.CheckAutoStart () (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Components.AutoMachineComponent.AutoStartCheck () (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Components.AutoMachineComponent.OnEnable () (at <50a23d0889644625b3d51e040cf6928b>:0)
    Post edited by sherzh on
  • But the truth is that this happens in a project where there are already many other assets (I don’t know, maybe they somehow conflict). There are no such problems in the new project.
  • Ok, something seemed to work out, but .. then it broke again. I reimported the makinom 2 folder, ran the scene and everything worked for me. But then I restarted the scene and got the following errors.

    MissingReferenceException: The object of type 'Canvas' has been destroyed but you are still trying to access it.
    Your script should either check if it is null or you should not destroy the object.
    GamingIsLove.Makinom.UI.UnityUIBoxSettings.Create (GamingIsLove.Makinom.UIBoxSetting setting) (at <abbeb45bef184be5940fe474287be253>:0)
    GamingIsLove.Makinom.UIBoxSetting.Create () (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.UIBoxSetting.Create (GamingIsLove.Makinom.UIBoxAsset asset) (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.UIBoxSelection.Create () (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.UI.DialogueControl+Runtime.Show (System.Boolean isUpdate) (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.UI.DialogueControl+Runtime.Show (System.Int32 next) (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Schematics.Nodes.ShowDialogueNode.Execute (GamingIsLove.Makinom.Schematics.Schematic schematic) (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Schematics.Schematic.ExecuteNextNode () (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Schematics.Schematic.Start () (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Schematics.Schematic.PlaySchematic (System.Object source, GamingIsLove.Makinom.Schematics.ISchematicStarter starter, System.Object machineObject, System.Object startingObject, System.Boolean isBlocking, GamingIsLove.Makinom.MachineUpdateType updateType, System.Int32 inputID) (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Components.BaseMachineComponent.StartMachine (GamingIsLove.Makinom.Schematics.Schematic tmpSchematic, UnityEngine.GameObject startingObject) (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Components.BaseMachineComponent.StartMachine (UnityEngine.GameObject startingObject, GamingIsLove.Makinom.VariableHandler startVariables) (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Components.AutoMachineComponent.CheckAutoStart () (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Components.AutoMachineComponent.AutoStartCheck () (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Components.AutoMachineComponent.OnEnable () (at <50a23d0889644625b3d51e040cf6928b>:0)


    MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
    Your script should either check if it is null or you should not destroy the object.
    GamingIsLove.Makinom.UI.UnityUIHandler.CheckEventSystem () (at <abbeb45bef184be5940fe474287be253>:0)
    GamingIsLove.Makinom.UI.UnityUIHandler.SceneLoaded () (at <abbeb45bef184be5940fe474287be253>:0)
    GamingIsLove.Makinom.Maki.FireSceneLoaded () (at <50a23d0889644625b3d51e040cf6928b>:0)
    GamingIsLove.Makinom.Maki.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) (at <50a23d0889644625b3d51e040cf6928b>:0)
    UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) (at <d3b66f0ad4e34a55b6ef91ab84878193>:0)
  • @sherzh
    Did multiple tests with an empty scene and just ORK game starter and auto machine (tested with and without conditions, different start types, etc.) and all worked out fine.
    Are you on a release version or still on a beta version?

    By any chance do you have Reload Domain disabled in your Unity editor settings? ORK/Makinom currently require domain reloading or not all systems are initialized correctly when hitting play.
    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!
  • edited February 19
    By any chance do you have Reload Domain disabled in your Unity editor settings? ORK/Makinom currently require domain reloading or not all systems are initialized correctly when hitting play.
    Wow, yes, you were right! I had reload domain turned off. Thank you very much, I can finally continue. And by the way, great work, your asset solves a bunch of problems in a very convenient and fast way. I will definitely leave a good review in the asset store :)
    Post edited by sherzh on
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