Character controller:
Originally based on starter assets: https://assetstore.unity.com/packages/essentials/starter-assets-third-person-character-controller-196526
I made a copy and converted code to use navmesh. Uses point and click for movement. Still uses the newer input system. I may switch to another one in the future depending on circumstances.

Dialog/quests:
https://assetstore.unity.com/packages/tools/ai/dialogue-system-for-unity-11672


Thank you,
MMalone
  • Check out the player/camera controls documentation for details on using custom controls.
    In short - you need to let ORK know about your custom control to allow ORK to enable/disable it as needed. Depending on the control you might also need a wrapper component between ORK and the control to manage some special setup stuff.

    As for the dialogue system, AFAIK Pixel Crushers has an ORK 3 integration available for that.
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  • "Pixel Crushers". sorry, I missed ORK being mentioned.

    I forgot to add one more asset: NodeCanvas (behavior tree for AI): https://assetstore.unity.com/packages/tools/visual-scripting/nodecanvas-14914. How would NodeCanvas be used with (or replace?) schematics (or battle AI)?

    Thank you,
    MMalone
  • I guess you can use them together with custom schematic nodes calling a node canvas or a node canvas node calling a schematic ...

    Not sure if replacing schematics with node canvas is possible - you'd have to replace it's use in the source code (probably both ORK and Makinom) and recompile it.
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