I modified grid battle example project, so it battleGridStart asset spawns player group rather than ally and then use Place on Grid Node. I disconnected Player Grid Placement Node. It works as intended, player spawns automatically after the battle starts, without placement selection phrase. You can move, fight etc. All works fine.
However in my main project the same node arrangement doesn't work. Player spawns on the grid, however it can't move, attack or rotate. Using Player Grid Placement Node fixes this issue. However I want player to spawn without placement selection phrase and I want to use NPC Spawner. I see nothing in battle setting that could cause this issue (battle plays as indented when using Player Grid Placement). When I use NPC Spawner to spawn enemy, enemy gets the same problem as I had, however enemy spawns normally when spawned through add combatant in battle component.
My only clue is that it may have something to do with other issue I fixed myself. In MoveCommand asset in Change Position node I had to deactivate Controller Move, otherwise the game stopped executing nodes in the moveCommand asset (tested it by putting bark node after Change Position node), character didn't move to the destination and I could walk him freely on the grid. I use Ork built in Player Mouse Controller. Problem persisted both on grid tutorial MoveCommand prefab asset and battle grid example project MoveCommand asset , in both cases it was fixed after deactivating Controller Move in Change Position node.
As for the controller move blocking the grid move events - that's most likely due to another collider blocking the movement physically.
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There is no other collider in vicinity of the battle than player collider and enemy collider. People are walking on the plane.
If your grid cells (prefabs) also have colliders, they might also cause blocking movement.
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I'll let you know :)
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Try adding a Wait node after destroying the player, e.g. with a 0.1 second wait.
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Question: Why there is a need for adding Wait nodes? It is not the first time I see adding Wait solves a problem.
In case of Mecanim animations, since there's no direct control over the animator, you sometime need to wait for transitions or changes from ORK's auto move animation to be used before firing the next animation. E.g. playing attack animation directly out of movement can be overruled by the idle animation kicking in due to stopping the combatant. A short Wait node in this case allows the idle animation to play before the attack animation is used.
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