• @sherzh
    Thanks, asset store reviews help a ton :)
    Btw, the next update will add support for domain reload - it's been on my todo-list for a long time.
    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 2022
    Using the completed 3d playground project when I try to use the drop-down menu to change battle type (or any other drop-down) I get this:

    GUI Window tried to begin rendering while something else had not finished rendering! Either you have a recursive OnGUI rendering, or the previous OnGUI did not clean up properly.
    UnityEditor.PopupWindow:Show (UnityEngine.Rect,UnityEditor.PopupWindowContent)
    GamingIsLove.Makinom.Editor.EditorAssetSelectionPopupField:Edit (UnityEngine.GUIContent,GamingIsLove.Makinom.AssetSource&,string,GamingIsLove.Makinom.Editor.AttributeHelper,GamingIsLove.Makinom.Editor.BaseEditor)
    GamingIsLove.Makinom.Editor.BaseEditor:AssetSelectionField (UnityEngine.GUIContent,GamingIsLove.Makinom.AssetSource&,string,GamingIsLove.Makinom.Editor.AttributeHelper)
    GamingIsLove.Makinom.Editor.AssetSourceEditor:Edit (GamingIsLove.Makinom.AssetSource&,GamingIsLove.Makinom.Editor.AttributeHelper,GamingIsLove.Makinom.Editor.BaseEditor)
    GamingIsLove.Makinom.Editor.EditorAutomation:Value (object&,System.Reflection.FieldInfo,System.Type,GamingIsLove.Makinom.Editor.AttributeHelper,GamingIsLove.Makinom.EditorHelpAttribute,GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor,bool)
    GamingIsLove.Makinom.Editor.EditorAutomation:Field (System.Reflection.FieldInfo,GamingIsLove.Makinom.Editor.AttributeHelper,GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor,bool)
    GamingIsLove.Makinom.Editor.EditorAutomation:Automate (System.Reflection.FieldInfo,GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor,bool,GamingIsLove.Makinom.Editor.AttributeHelper)
    GamingIsLove.Makinom.Editor.EditorAutomation:Automate (GamingIsLove.Makinom.IBaseData,GamingIsLove.Makinom.Editor.BaseEditor)
    GamingIsLove.Makinom.Editor.BaseEditorTab:ShowSettings ()
    GamingIsLove.Makinom.Editor.GenericAssetListTab`2:ShowTab ()
    GamingIsLove.Makinom.Editor.BaseEditorSection:ShowTab ()
    GamingIsLove.Makinom.Editor.MakinomEditorWindow:OnGUI ()
    UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

    and this

    MissingReferenceException: The object of type 'ContainerWindow' 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.
    UnityEditor.ContainerWindow.FitWindowRectToScreen (UnityEngine.Rect r, System.Boolean forceCompletelyVisible, System.Boolean useMouseScreen) (at <23c3fa44608b45eba95f1c55cea68870>:0)
    UnityEditor.ContainerWindow.ShowPopupWithMode (UnityEditor.ShowMode mode, System.Boolean giveFocus) (at /home/bokken/buildslave/unity/build/Editor/Mono/ContainerWindow.cs:125)
    UnityEditor.EditorWindow.ShowPopupWithMode (UnityEditor.ShowMode mode, System.Boolean giveFocus) (at /home/bokken/buildslave/unity/build/Editor/Mono/EditorWindow.cs:517)
    UnityEditor.EditorWindow.ShowAsDropDown (UnityEngine.Rect buttonRect, UnityEngine.Vector2 windowSize, UnityEditor.PopupLocation[] locationPriorityOrder, UnityEditor.ShowMode mode, System.Boolean giveFocus) (at /home/bokken/buildslave/unity/build/Editor/Mono/EditorWindow.cs:575)
    UnityEditor.PopupWindow.Init (UnityEngine.Rect activatorRect, UnityEditor.PopupWindowContent windowContent, UnityEditor.PopupLocation[] locationPriorityOrder, UnityEditor.ShowMode showMode, System.Boolean giveFocus) (at /home/bokken/buildslave/unity/build/Editor/Mono/GUI/PopupWindow.cs:102)
    UnityEditor.PopupWindow.Show (UnityEngine.Rect activatorRect, UnityEditor.PopupWindowContent windowContent, UnityEditor.PopupLocation[] locationPriorityOrder, UnityEditor.ShowMode showMode) (at /home/bokken/buildslave/unity/build/Editor/Mono/GUI/PopupWindow.cs:71)
    UnityEditor.PopupWindow.Show (UnityEngine.Rect activatorRect, UnityEditor.PopupWindowContent windowContent, UnityEditor.PopupLocation[] locationPriorityOrder) (at /home/bokken/buildslave/unity/build/Editor/Mono/GUI/PopupWindow.cs:44)
    UnityEditor.PopupWindow.Show (UnityEngine.Rect activatorRect, UnityEditor.PopupWindowContent windowContent) (at /home/bokken/buildslave/unity/build/Editor/Mono/GUI/PopupWindow.cs:39)
    GamingIsLove.Makinom.Editor.EditorAssetSelectionPopupField.Edit (UnityEngine.GUIContent content, GamingIsLove.Makinom.AssetSource& selection, System.String helpInfo, GamingIsLove.Makinom.Editor.AttributeHelper attributes, GamingIsLove.Makinom.Editor.BaseEditor baseEditor) (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    GamingIsLove.Makinom.Editor.BaseEditor.AssetSelectionField (UnityEngine.GUIContent content, GamingIsLove.Makinom.AssetSource& selection, System.String helpInfo, GamingIsLove.Makinom.Editor.AttributeHelper attributes) (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    GamingIsLove.Makinom.Editor.AssetSourceEditor.Edit (GamingIsLove.Makinom.AssetSource& asset, GamingIsLove.Makinom.Editor.AttributeHelper attributes, GamingIsLove.Makinom.Editor.BaseEditor baseEditor) (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    GamingIsLove.Makinom.Editor.EditorAutomation.Value (System.Object& value, System.Reflection.FieldInfo fieldInfo, System.Type type, GamingIsLove.Makinom.Editor.AttributeHelper attributes, GamingIsLove.Makinom.EditorHelpAttribute help, GamingIsLove.Makinom.IBaseData instance, GamingIsLove.Makinom.Editor.BaseEditor baseEditor, System.Boolean ignoreHide) (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    GamingIsLove.Makinom.Editor.EditorAutomation.Field (System.Reflection.FieldInfo fieldInfo, GamingIsLove.Makinom.Editor.AttributeHelper attributes, GamingIsLove.Makinom.IBaseData instance, GamingIsLove.Makinom.Editor.BaseEditor baseEditor, System.Boolean ignoreHide) (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    GamingIsLove.Makinom.Editor.EditorAutomation.Automate (System.Reflection.FieldInfo fieldInfo, GamingIsLove.Makinom.IBaseData instance, GamingIsLove.Makinom.Editor.BaseEditor baseEditor, System.Boolean ignoreHide, GamingIsLove.Makinom.Editor.AttributeHelper attributes) (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    GamingIsLove.Makinom.Editor.EditorAutomation.Automate (GamingIsLove.Makinom.IBaseData instance, GamingIsLove.Makinom.Editor.BaseEditor baseEditor) (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    GamingIsLove.Makinom.Editor.BaseEditorTab.ShowSettings () (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    GamingIsLove.Makinom.Editor.GenericAssetListTab`2[T,V].ShowTab () (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    GamingIsLove.Makinom.Editor.BaseEditorSection.ShowTab () (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    GamingIsLove.Makinom.Editor.MakinomEditorWindow.OnGUI () (at <79661dfa90e24f2491098ab266ed6dc5>:0)
    UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at /home/bokken/buildslave/unity/build/Editor/Mono/HostView.cs:403)
    UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at /home/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:381)
    UnityEditor.DockArea.OldOnGUI () (at /home/bokken/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:372)
    UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:353)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:663)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:635)
    UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:628)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:594)
    UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:583)
    UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/IMGUIContainer.cs:516)
    UnityEngine.UIElements.EventDispatchUtilities.PropagateEvent (UnityEngine.UIElements.EventBase evt) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Events/IEventDispatchingStrategy.cs:113)
    UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToRegularTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Events/MouseEventDispatchingStrategy.cs:35)
    UnityEngine.UIElements.MouseEventDispatchingStrategy.SendEventToTarget (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.BaseVisualElementPanel panel) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Events/MouseEventDispatchingStrategy.cs:26)
    UnityEngine.UIElements.MouseEventDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel iPanel) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Events/MouseEventDispatchingStrategy.cs:19)
    UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:373)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:336)
    UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:299)
    UnityEngine.UIElements.EventDispatcher.OpenGate () (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:264)
    UnityEngine.UIElements.EventDispatcherGate.Dispose () (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:75)
    UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:364)
    UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/EventDispatcher.cs:216)
    UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/Panel.cs:372)
    UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:461)
    UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:209)
    UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:74)
    UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at /home/bokken/buildslave/unity/build/External/MirroredPackageSources/com.unity.ui/Core/UIElementsUtility.cs:28)
    UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at /home/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)

    Post edited by TenToes on
  • @TenToes
    Which Unity version are you using?
    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 2020.3.29f1 and I had the same problem with the one prior to this
  • @TenToes
    Hm ... tested this in different setups and states with the same Unity version (and generally working with 2020.3) and that's not happening on my end at all.
    Which operating system are you using?
    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 2022
    @gamingislove Pop Os 21.10 (Ubuntu-based Linux with Gnome). I tested ORK 2 Demo and it works
    Post edited by TenToes on
  • @TenToes
    Sorry about that, but linux is currently not officially supported.
    Generally there shouldn't be an issue using ORK 3 on linux, but the Unity editor has issues. ORK uses standard Unity editor functionality here which currently seems to be bugged on linux.
    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!
  • I'm not sure if it is a bug, or something in my project, but after updating ORK, I noticed very strange behavior with Stats with consumables(etc Max HP).
    In my project Max HP status value is a formula, which is a sum of two other status values - Base Max HP(formula of various player stats) and Max HP Bonus, which is a status and contain all of HP bonuses. In formula testing everything works fine. When I start game, for some reason Max HP becomes 2(in that case it should be 22). I tried a lot of different things and found very strange workaround - I simply copied Max HP and set HP(consumable) to use it. Then it works alright - Copy Max HP is 22, HP is 22, but original Max HP is still 2(although it is exactly the same as Copy Max HP). I then deleted original Max HP and then Copy Max HP in game became 2. When I added another copy everything works again.
    And the same is with all stats that have consumable stats attached(in my project Max AP and Max WP). And with all of them only workaround is to have original stat, that does nothing and copy of it that is actually used.
  • I'm having an odd bug since the latest update, and I have no way to really "prove" it. But somehow, for some reason, I have Area game objects that just, disappear.

    Poof.

    No error, or anything. This has happened while I had the scene open and was working on it. Not only that but anything attached to the game object is removed as well.

    This seems to only happen to areas where I have the Area Field filled in with a location (I have set up a bunch of Areas with sphere colliders so I can plan out my level design). I've had this happen twice so far, and it's really annoying because I cluster my Battle Spawners under the Area G.O and it deleted *all* of those as well.
    Currently making: Real-Time Diablo-like ARPG
  • @Aratron
    Hm, can you give me more details on your setup?
    E.g. the formula and especially the order of your status values.
    It might be an issue with the order of the stats, as they're initialized in the order they're in the editor list.

    @Solkyoshiro
    Well, I can definitely tell you that ORK doesn't remove game objects in your scenes. Only in certain cases (e.g. grid generation removing the previous cells), but never on it's own.
    While playing, sure, stuff will get disabled or removed, but not while working outside of playing.
    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!
  • InventorySettings-DropItemSettings-DropOnGround is not working.
    The problem occurs when RemoveFromInventory-DropItems from Schematics.
    The component is given, but it is not working.

    The DropOnGround component manually attached to the Cube object in the scene view works correctly.
    Only the DropItemSettings function does not seem to be working correctly.
  • edited February 2022
    The StoreDropped in RemoveFromInventory does not seem to be working.

    In the attached Schematics, I used a Node that converts Count and Name to Variables as DroppedItem data.
    When I check it in debug mode, there is nothing in the DroppedItemInt data.

    The value of the SelectedData of "CurrentEquipment", which is the SelectedData used in the node before it, can be seen as Variables normally.
    https://drive.google.com/file/d/1-K5UQCu1rrc_sUInbloTvRsOnFcxVDSC/view?usp=sharing
    Post edited by joeee19 on
  • @joeee19
    Drop on ground will be fixed in the next update.
    Store Dropped stores the game object that is dropped, not the item itself. You can get the item from the stored game object using a Store Item Collector node.
    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!
  • Oh yeah, after I reordered status values, that my Base Max HP is after all statuses, that are used in it's formula, everything works. Thanks.
  • SK1SK1
    edited March 2022
    image

    When the pick-up animation is played after clicking on an item, the player will move at the same time by pressing the arrow keys. Disabling player control does not work.
    Post edited by SK1 on
Sign In or Register to comment.