It was working fine with custom scripts.
However, a new problem has arisen.
The ItemCollector dropped from the [Remove From Inventory] node does not have EndSchematic set.
Also, I don't see any way to set the EndSchematic from the machine where [Remove From Inventory] is running.
In ORKEdiorMenu [InventorySettings-DropItemSettings], there is no item to set the EndSchematic.
Q1
How can I set this up?
Do I have to write a custom script by myself?
If there is no way, could you please add this feature to the DromItemSettings in ORKEditor for Schematic in the next version?
Q2
Also, if I want to set the EndSchematic of ItemCollector in custom C#, how do I set the ? How do I set the ?
I don't know how to convert from MakinomSchematicAsset to AssetSource<MakinomSchematicAsset>.
using GamingIsLove.Makinom;
using GamingIsLove.Makinom.Schematics;
public class GetItemFromItemCollector : MonoBehaviour
{
[SerializeField] public MakinomSchematicAsset itemCollectorEnd;
private void Start()
{
if( TryGetComponent(out InteractionForwarder interaction))
{
var itemCollector = interaction.interaction.gameObject.GetComponent<ItemCollector>();
itemCollector.settings.endSchematicAsset = ???; // ToDo: want to set itemCollectorEnd to dropped itemCollectrs's endSchematicAsset
}
Q3 I would like to perform various operations on the ItemPrefab generated by the ITEMCollector dropped into the "Remove From Inventory" node.
(e.g. change position/set isKinematic/start tween loop animation, etc.)
However, I can't select them explicitly.
I can't use SearchGameObject because it gives me a bug where it mistakenly recognizes other items nearby.
How can I add them explicitly to the SelectedObject?
If there is currently no way, could you please add a SelectItem option to the DropItem item in the Remove From Inventory node in the next version?
Q4 Inventory Management Settings-DropItemSettings-OffsetSettings
This does not have an option for LocalPosition.
Is it possible to set it somewhere else?
When dropping from a combatant, I want to drop the item at the LocalPosition of the front + 1 of the combatant's current orientation.
Q5 Collider Machine's StartCollision doesn't seem to be working, is there a bug happening?
In UnityEngine, there is a collision, but the Machine does not start.
If I turn on isTrigger on the Rigid Body and switch to Trigger Machine, the Machine starts normally.
Could you please confirm this?
→I missed the setting for [The machine can be started by other objects than the player.
I think this should be On by default.
It's too confusing.