(I'm using RPG Quick Start tutorial template as a base for my game) I'm working on ORK project and run into 2 problems with loading:
- When I enter a new scene (Dungeon) and turn back to World Scene, all my previous interaction places are back to their starting state, like I deactivated it after the interaction happened, when the World scene is loaded again, they're active again I don't want that. What should I set so the interactions stay the same after being interacted?
1) The state of game objects isn't automatically saved in Unity. This is something that has to be done manually. You'll usually do this via conditions, e.g. directly on the NPC's machines (e.g. interaction machine) or via a separate game object with a Game Object Manager component. The 3D RPG Playground tutorial series uses this for a quest series, turning on/off NPC game objects as needed (see here).
2) That wrapper is for ORK 2, not sure if that works correctly for ORK 3 - here's an updated version.
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2. Sorry I copied the wrong link, I'm using the one for ORK 3, when the game is loaded the camera is very far away, but it still has the Player prefab in its Target, and the character is standing at the saved position, they're still moving along together, when I reset the camera position using Unity inspector, it back to the right position behind the character, also when the camera is far, if I enter a new scene, the camera is ok again. Only after loading game from a saved slot it goes wrong.
2) Is saving camera position enabled in UI > Save Game Settings in the Save Data Settings > ORK Save Settings? The Camera Position setting should be enabled.
From ORK's point of view, it'll load the camera position, set it on the camera's game object and have control take over for the rest.
Post edited by gamingislove on
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Did some tests and found out what the issue is. Since the camera is a child object of it's rig, but ORK saves and loads the position of the game object with the Camera on it, it'll change the position of the child object. The same is also true for all other camera related things, e.g. camera positions. They operate on the camera that is found.
I'd recommend to change the setup to have the camera directly on the rig's root game object.
Alternatively, disable saving the camera position will have control kick in and position the camera correctly after loading. This wouldn't solve issues with e.g. using camera positions, though.
Post edited by gamingislove on
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I disabled saving the camera position and it looks like the camera is working right after loading, thank you GIL, still I haven't seen any new issue wif it yet after some testing. :D
You'll usually do this via conditions, e.g. directly on the NPC's machines (e.g. interaction machine) or via a separate game object with a Game Object Manager component. The 3D RPG Playground tutorial series uses this for a quest series, turning on/off NPC game objects as needed (see here).
2) That wrapper is for ORK 2, not sure if that works correctly for ORK 3 - here's an updated version.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
2. Sorry I copied the wrong link, I'm using the one for ORK 3, when the game is loaded the camera is very far away, but it still has the Player prefab in its Target, and the character is standing at the saved position, they're still moving along together, when I reset the camera position using Unity inspector, it back to the right position behind the character, also when the camera is far, if I enter a new scene, the camera is ok again. Only after loading game from a saved slot it goes wrong.
The Camera Position setting should be enabled.
From ORK's point of view, it'll load the camera position, set it on the camera's game object and have control take over for the rest.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Since the camera is a child object of it's rig, but ORK saves and loads the position of the game object with the Camera on it, it'll change the position of the child object. The same is also true for all other camera related things, e.g. camera positions. They operate on the camera that is found.
I'd recommend to change the setup to have the camera directly on the rig's root game object.
Alternatively, disable saving the camera position will have control kick in and position the camera correctly after loading. This wouldn't solve issues with e.g. using camera positions, though.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!