• I do have the main menu scene defined there.
    So in game when I hit the exit game button and the confirmation question appears and I click ok nothing happens. But this error message is the result:

    NullReferenceException: Object reference not set to an instance of an object
    ORKFramework.Menu.Parts.EquipmentMenuPart.Close (System.Boolean closeImmediately) (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.Menu.MenuScreen.CloseImmediate () (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.MenuHandler.Clear () (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.ORK.Clear (System.Boolean control, System.Boolean initVariables) (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.GameHandler.LoadMainMenuScene () (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.ExitChoice.Closed (ORKFramework.GUIBox origin) (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.GUIBoxContent.Closed () (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.DialogueContent.Closed () (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.GUIBox.Tick (System.Single t) (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.GUIHandler.Tick (System.Single t) (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.GUIHandler.Tick () (at <586ba742a02741988038e7cf77e1a3f5>:0)
    ORKFramework.ORKCore.FireTick () (at <8000db6943fe4a6688c47bb850a8dd54>:0)
    ORKFramework.ORKHandler.Update () (at <8000db6943fe4a6688c47bb850a8dd54>:0)
  • Hm, yeah, not that specific error happening here, but something similar - should be fixed in the next release.
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  • Do you have an estimate when the release will be? or do you have a workaround for me? I am releasing a demo next week and having "exit game" function would be quite important :)
  • Should already be fixed in last week's ORK 2.29.0/2.29.1 release - let me know if you still encounter the issue, might need details on your settings in that case :)
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  • Exit game works now with the update!
    But now my characters animations don't work correctly anymore. I didn't change anything other than the update and suddenly the walking animations dont't play anymore, character is just floating and randomly jumps. panic!
  • That's most likely due to a fixed bug that could now potentially lead to that behaviour if your combatant's game object is set up in a specific way. This could happen if you're using Use Position Change in the combatant's movement settings and the combatant has a Character Controller component, but isn't moved using it (i.e. the component doesn't know it's on the ground).

    Either remove the Character Controller or use the new Find Ground Raycast settings in the combatant's movement settings.
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  • The find ground raycast just makes thinks worse just like removing the character controller, so how can a fixed bug lead to this behaviour? Its introduced a new one. My character is set up just the way I want it I dont really want to remove things that can stop it working
  • Hm, send me an email (including which Unity version you're using) - I'll send you a test version.
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  • Using the Find Ground Raycast makes his walk / run animations work again but it behaves weird, with minor bumps in the landscape it starts a jumping animation, downhill it slides etc...
  • edited June 2020
    I noticed something else (positive): with the new update leaving real time battles works properly. Still had issues before that sometimes battle went on forever, no matter how far I ran away. So whatever you did there @gamingislove keep it that way :)
    Post edited by Corvyn on
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